Lines Matching defs:data

19 // modifying imgui.h or imgui.cpp. You may include imgui_internal.h to access internal data structures, but it doesn't
91 - Easy to use to create code-driven and data-driven tools.
137 or destruction steps, less superfluous data retention on your side, less state duplication, less state synchronization, less bugs.
153 - C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction (avoid using it in your code!).
230 // At this point you've got the texture data and you need to upload that your your graphic system:
491 - 2015/07/08 (1.43) - switched rendering data to use indexed rendering. this is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost.
579 - Each rendering function decides on a data type to represent "textures". The concept of what is a "texture" is entirely tied to your underlying engine/graphics API.
581 ImTextureID is nothing more that a void*, aka 4/8 bytes worth of data: just enough to store 1 pointer or 1 integer of your choice.
594 - If you have a custom engine built over e.g. OpenGL, instead of passing GLuint around you may decide to use a high-level data type to carry information about
596 is designed. If your engine has high-level data types for "textures" and "material" then you may want to use them.
614 This is by design and is actually a good thing, because it means your code has full control over your data types and how you display them.
619 // Use stb_image.h to load a PNG from disk and turn it into raw RGBA pixel data:
626 // Turn the RGBA pixel data into an OpenGL texture:
841 Otherwise you can convert yourself to UTF-8 or load text data from file already saved as UTF-8.
855 - To use combo boxes and list boxes with std::vector or any other data structure: the BeginCombo()/EndCombo() API
858 - Generally for most high-level types you should be able to access the underlying data type.
878 your own ImDrawListSharedData, and then call your rendered code with your own ImDrawList or ImDrawData data.
1375 // Trim str by offsetting contents when there's leading data + writing a \0 at the trailing position. We use this in situation where the cost is negligible.
1469 const unsigned char* data = (const unsigned char*)data_p;
1472 crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *data++];
1482 ImU32 ImHashStr(const char* data, size_t data_size, ImU32 seed)
1486 const unsigned char* src = (const unsigned char*)data;
1865 static ImGuiStorage::Pair* LowerBound(ImVector<ImGuiStorage::Pair>& data, ImGuiID key)
1867 ImGuiStorage::Pair* first = data.Data;
1868 ImGuiStorage::Pair* last = data.Data + data.Size;
2194 window->DC.PrevLineSize.y = (line_height - GImGui->Style.ItemSpacing.y); // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list.
2713 // ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need need to fill the data.
2985 // Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module
3366 // Check user data
3416 // Setup current font and draw list shared data
3428 // Mark rendering data as invalid to prevent user who may have a handle on it to use it.
3572 // Cleanup of other data are conditional on actually having initialized ImGui.
3845 // Clear Input data for next frame
4538 ImGuiSizeCallbackData data;
4539 data.UserData = g.NextWindowData.SizeCallbackUserData;
4540 data.Pos = window->Pos;
4541 data.CurrentSize = window->SizeFull;
4542 data.DesiredSize = new_size;
4543 g.NextWindowData.SizeCallback(&data);
4544 new_size = data.DesiredSize;
5315 // (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.)
5444 // We fill last item data based on Title Bar, in order for IsItemHovered() and IsItemActive() to be usable after Begin().
5491 // Old API feature: we could pass the initial window size as a parameter. This was misleading because it only had an effect if the window didn't have data in the .ini file.
5755 // FIXME: This may incur a round-trip (if the end user got their data from a float4) but eventually we aim to store the in-flight colors as ImU32
5863 // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it.
5866 void* data = info->GetVarPtr(&g.Style);
5867 if (info->Type == ImGuiDataType_Float && info->Count == 1) { ((float*)data)[0] = backup.BackupFloat[0]; }
5868 else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; }
8353 // Clear data if columns count changed
8604 bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_size, ImGuiCond cond)
8613 IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0));
8627 memcpy(payload.Data, data, data_size);
8634 memcpy(payload.Data, data, data_size);
8776 // Pass text data straight to log (without being displayed)
9120 // Gather data from windows that were active during this session
9307 ImGui::TextColored(ImVec4(1.0f,0.4f,0.4f,1.0f), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered)
9511 // Include imgui_user.inl at the end of imgui.cpp to access private data/functions that aren't exposed.