Lines Matching defs:out
337 to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved.
346 Please reach out if you think the game vs navigation input sharing could be improved.
378 - 2018/08/31 (1.64) - added imgui_widgets.cpp file, extracted and moved widgets code out of imgui.cpp into imgui_widgets.cpp. Re-ordered some of the code remaining in imgui.cpp.
485 GetContentRegionMax()/GetWindowContentRegionMin()/GetWindowContentRegionMax() functions allow include the scrolled amount. Typically those were used in cases where no scrolling would happen so it may not be a problem, but watch out!
566 were targeted for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.)
1768 ImU32 out;
1769 out = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT;
1770 out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << IM_COL32_G_SHIFT;
1771 out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << IM_COL32_B_SHIFT;
1772 out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << IM_COL32_A_SHIFT;
1773 return out;
2039 void ImGuiTextFilter::TextRange::split(char separator, ImVector<TextRange>* out) const
2041 out->resize(0);
2048 out->push_back(TextRange(wb, we));
2054 out->push_back(TextRange(wb, we));
2594 // This is only used in rare/specific situations to manufacture an ID out of nowhere.
2716 IM_UNUSED(id); // Avoid unused variable warnings when asserts are compiled out.
2785 // Navigation processing runs prior to clipping early-out
2789 // We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick)
2904 // Process keyboard input at this point: TAB/Shift-TAB to tab out of the currently focused item.
2905 // Note that we can always TAB out of a widget that doesn't allow tabbing in.
3207 // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta
3333 // If mouse was first clicked outside of ImGui bounds we also cancel out hovering.
3377 IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < IM_ARRAYSIZE(g.IO.KeysDown) && "io.KeyMap[] contains an out of bound value (need to be 0..512, or -1 for unmapped key)");
4703 if (window->WasActive == false) // Early out to avoid running this code for e.g. an hidden implicit/fallback Debug window.
4864 // - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui::End() even if false is returned.
5420 // This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope.
5462 // Child window can be out of sight and have "negative" clip windows.
5481 // Return false if we don't intend to display anything to allow user to perform an early out optimization
6415 window->ScrollTarget.y = scroll_y + window->TitleBarHeight() + window->MenuBarHeight(); // title bar height canceled out when using ScrollTargetRelY
6927 if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) // Early out for performance
7278 // Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option?
7808 // When we have manually scrolled (without using navigation) and NavId becomes out of bounds, we project its bounding box to the visible area to restart navigation within visible items
7987 // Fade out
8166 // Columns 1+ cancel out IndentX
8502 if (source_id != 0 && g.ActiveId != source_id) // Early out for most common case
8520 // We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive.
8671 // 2) and it's faster. as this code may be very frequently called, we want to early out as fast as we can.
8672 // Also note how the HoveredWindow test is positioned differently in both functions (in both functions we optimize for the cheapest early out case)
8807 if (g.LogStartDepth > window->DC.TreeDepth) // Re-adjust padding if we have popped out of our starting depth
9343 ImGuiListClipper clipper(pcmd->ElemCount/3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible.