IM_ASSERT(0&&"Code uses SetCursorPos()/SetCursorScreenPos() to extend window/parent boundaries. Please submit an item e.g. Dummy() to validate extent.");
// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!
@ -26,6 +26,7 @@ Index of this file:
// [SECTION] Docking support
// [SECTION] Viewport support
// [SECTION] Settings support
// [SECTION] Localization support
// [SECTION] Metrics, Debug tools
// [SECTION] Generic context hooks
// [SECTION] ImGuiContext (main imgui context)
@ -125,6 +126,7 @@ struct ImGuiDockNodeSettings; // Storage for a dock node in .ini file (we
structImGuiGroupData;// Stacked storage data for BeginGroup()/EndGroup()
structImGuiInputTextState;// Internal state of the currently focused/edited text input box
structImGuiLastItemData;// Status storage for last submitted items
structImGuiLocEntry;// A localization entry.
structImGuiMenuColumns;// Simple column measurement, currently used for MenuItem() only
structImGuiNavItemData;// Result of a gamepad/keyboard directional navigation move query result
structImGuiMetricsConfig;// Storage for ShowMetricsWindow() and DebugNodeXXX() functions
@ -148,9 +150,13 @@ struct ImGuiWindow; // Storage for one window
structImGuiWindowTempData;// Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame, in practice we currently keep it for each window)
structImGuiWindowSettings;// Storage for a window .ini settings (we keep one of those even if the actual window wasn't instanced during this session)
// Enumerations
// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists.
enumImGuiLocKey:int;// -> enum ImGuiLocKey // Enum: a localization entry for translation.
typedefintImGuiDataAuthority;// -> enum ImGuiDataAuthority_ // Enum: for storing the source authority (dock node vs window) of a field
typedefintImGuiLayoutType;// -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical
// Flags
typedefintImGuiActivateFlags;// -> enum ImGuiActivateFlags_ // Flags: for navigation/focus function (will be for ActivateItem() later)
typedefintImGuiDebugLogFlags;// -> enum ImGuiDebugLogFlags_ // Flags: for ShowDebugLogWindow(), g.DebugLogFlags
typedefintImGuiInputFlags;// -> enum ImGuiInputFlags_ // Flags: for IsKeyPressed(), IsMouseClicked(), SetKeyOwner(), SetItemKeyOwner() etc.