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Docs: clarify PixelSnapH / PixelSnapV + comment on PushTextWrapPos().
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2 changed files with 5 additions and 4 deletions
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@ -8263,12 +8263,13 @@ void ImGui::EndDisabledOverrideReenable()
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g.Style.Alpha = g.CurrentWindowStack.back().DisabledOverrideReenableAlphaBackup;
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}
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void ImGui::PushTextWrapPos(float wrap_pos_x)
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// ATTENTION THIS IS IN LEGACY LOCAL SPACE.
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void ImGui::PushTextWrapPos(float wrap_local_pos_x)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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window->DC.TextWrapPosStack.push_back(window->DC.TextWrapPos);
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window->DC.TextWrapPos = wrap_pos_x;
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window->DC.TextWrapPos = wrap_local_pos_x;
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}
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void ImGui::PopTextWrapPos()
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4
imgui.h
4
imgui.h
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@ -3525,8 +3525,8 @@ struct ImFontConfig
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// Options
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bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights.
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bool PixelSnapH; // false // Align every glyph AdvanceX to pixel boundaries. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1.
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bool PixelSnapV; // true // Align Scaled GlyphOffset.y to pixel boundaries.
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bool PixelSnapH; // false // Align every glyph AdvanceX to pixel boundaries. Prevents fractional font size from working correctly! Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1.
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bool PixelSnapV; // false // Align Scaled GlyphOffset.y to pixel boundaries. Prevents fractional font size from working correctly!.
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ImS8 OversampleH; // 0 (2) // Rasterize at higher quality for sub-pixel positioning. 0 == auto == 1 or 2 depending on size. Note the difference between 2 and 3 is minimal. You can reduce this to 1 for large glyphs save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details.
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ImS8 OversampleV; // 0 (1) // Rasterize at higher quality for sub-pixel positioning. 0 == auto == 1. This is not really useful as we don't use sub-pixel positions on the Y axis.
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ImWchar EllipsisChar; // 0 // Explicitly specify Unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used.
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