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-rw-r--r--3rdparty/imgui-node-editor/imgui_canvas.h16
1 files changed, 13 insertions, 3 deletions
diff --git a/3rdparty/imgui-node-editor/imgui_canvas.h b/3rdparty/imgui-node-editor/imgui_canvas.h
index acbb8ae..e5e4959 100644
--- a/3rdparty/imgui-node-editor/imgui_canvas.h
+++ b/3rdparty/imgui-node-editor/imgui_canvas.h
@@ -1,11 +1,11 @@
-// Canvas widget - view over infinite virtual space.
+// Canvas widget - view over infinite virtual space.
//
// Canvas allows you to draw your widgets anywhere over infinite space and provide
// view over it with support for panning and scaling.
//
// When you enter a canvas ImGui is moved to virtual space which mean:
// - ImGui::GetCursorScreenPos() return (0, 0) and which correspond to top left corner
-// of the canvas on the screen (this can be changed usign CanvasView()).
+// of the canvas on the screen (this can be changed using CanvasView()).
// - Mouse input is brought to canvas space, so widgets works as usual.
// - Everything you draw with ImDrawList will be in virtual space.
//
@@ -23,7 +23,7 @@
// as usual in ImGui.
//
// While drawing inside canvas you can translate position from world (usual ImGui space)
-// to virtual space and back usign CanvasFromWorld()/CanvasToWorld().
+// to virtual space and back using CanvasFromWorld()/CanvasToWorld().
//
// Canvas can be nested in each other (they are regular widgets after all). There
// is a way to transform position between current and parent canvas with
@@ -35,6 +35,8 @@
// Note:
// It is not valid to call canvas API outside of BeginCanvas() / EndCanvas() scope.
//
+// VERSION 0.1
+//
// LICENSE
// This software is dual-licensed to the public domain and under the following
// license: you are granted a perpetual, irrevocable license to copy, modify,
@@ -248,8 +250,16 @@ private:
ImVec2 m_WindowCursorMaxBackup;
# if defined(IMGUI_HAS_VIEWPORT)
+ ImVec2 m_WindowPosBackup;
ImVec2 m_ViewportPosBackup;
ImVec2 m_ViewportSizeBackup;
+# if IMGUI_VERSION_NUM > 18002
+ ImVec2 m_ViewportWorkPosBackup;
+ ImVec2 m_ViewportWorkSizeBackup;
+# else
+ ImVec2 m_ViewportWorkOffsetMinBackup;
+ ImVec2 m_ViewportWorkOffsetMaxBackup;
+# endif
# endif
};