Files
imgui-java/imgui-binding/src/generated/java/imgui/ImGuiStyle.java
T

1463 lines
43 KiB
Java

package imgui;
import imgui.binding.ImGuiStructDestroyable;
/**
* You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().
* During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values,
* and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.
*/
public final class ImGuiStyle extends ImGuiStructDestroyable {
public ImGuiStyle() {
super();
}
public ImGuiStyle(final long ptr) {
super(ptr);
}
@Override
protected long create() {
return nCreate();
}
/*JNI
#include "_common.h"
#define THIS ((ImGuiStyle*)STRUCT_PTR)
*/
private native long nCreate(); /*
return (uintptr_t)(new ImGuiStyle());
*/
/**
* Global alpha applies to everything in Dear ImGui.
*/
public float getAlpha() {
return nGetAlpha();
}
/**
* Global alpha applies to everything in Dear ImGui.
*/
public void setAlpha(final float value) {
nSetAlpha(value);
}
private native float nGetAlpha(); /*
return THIS->Alpha;
*/
private native void nSetAlpha(float value); /*
THIS->Alpha = value;
*/
/**
* Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.
*/
public float getDisabledAlpha() {
return nGetDisabledAlpha();
}
/**
* Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.
*/
public void setDisabledAlpha(final float value) {
nSetDisabledAlpha(value);
}
private native float nGetDisabledAlpha(); /*
return THIS->DisabledAlpha;
*/
private native void nSetDisabledAlpha(float value); /*
THIS->DisabledAlpha = value;
*/
/**
* Padding within a window.
*/
public ImVec2 getWindowPadding() {
final ImVec2 dst = new ImVec2();
nGetWindowPadding(dst);
return dst;
}
/**
* Padding within a window.
*/
public float getWindowPaddingX() {
return nGetWindowPaddingX();
}
/**
* Padding within a window.
*/
public float getWindowPaddingY() {
return nGetWindowPaddingY();
}
/**
* Padding within a window.
*/
public void getWindowPadding(final ImVec2 dst) {
nGetWindowPadding(dst);
}
/**
* Padding within a window.
*/
public void setWindowPadding(final ImVec2 value) {
nSetWindowPadding(value.x, value.y);
}
/**
* Padding within a window.
*/
public void setWindowPadding(final float valueX, final float valueY) {
nSetWindowPadding(valueX, valueY);
}
private native void nGetWindowPadding(ImVec2 dst); /*
Jni::ImVec2Cpy(env, THIS->WindowPadding, dst);
*/
private native float nGetWindowPaddingX(); /*
return THIS->WindowPadding.x;
*/
private native float nGetWindowPaddingY(); /*
return THIS->WindowPadding.y;
*/
private native void nSetWindowPadding(float valueX, float valueY); /*MANUAL
ImVec2 value = ImVec2(valueX, valueY);
THIS->WindowPadding = value;
*/
/**
* Radius of window corners rounding. Set to 0.0f to have rectangular windows.
* Large values tend to lead to variety of artifacts and are not recommended.
*/
public float getWindowRounding() {
return nGetWindowRounding();
}
/**
* Radius of window corners rounding. Set to 0.0f to have rectangular windows.
* Large values tend to lead to variety of artifacts and are not recommended.
*/
public void setWindowRounding(final float value) {
nSetWindowRounding(value);
}
private native float nGetWindowRounding(); /*
return THIS->WindowRounding;
*/
private native void nSetWindowRounding(float value); /*
THIS->WindowRounding = value;
*/
/**
* Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
*/
public float getWindowBorderSize() {
return nGetWindowBorderSize();
}
/**
* Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
*/
public void setWindowBorderSize(final float value) {
nSetWindowBorderSize(value);
}
private native float nGetWindowBorderSize(); /*
return THIS->WindowBorderSize;
*/
private native void nSetWindowBorderSize(float value); /*
THIS->WindowBorderSize = value;
*/
/**
* Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints().
*/
public ImVec2 getWindowMinSize() {
final ImVec2 dst = new ImVec2();
nGetWindowMinSize(dst);
return dst;
}
/**
* Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints().
*/
public float getWindowMinSizeX() {
return nGetWindowMinSizeX();
}
/**
* Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints().
*/
public float getWindowMinSizeY() {
return nGetWindowMinSizeY();
}
/**
* Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints().
*/
public void getWindowMinSize(final ImVec2 dst) {
nGetWindowMinSize(dst);
}
/**
* Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints().
*/
public void setWindowMinSize(final ImVec2 value) {
nSetWindowMinSize(value.x, value.y);
}
/**
* Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints().
*/
public void setWindowMinSize(final float valueX, final float valueY) {
nSetWindowMinSize(valueX, valueY);
}
private native void nGetWindowMinSize(ImVec2 dst); /*
Jni::ImVec2Cpy(env, THIS->WindowMinSize, dst);
*/
private native float nGetWindowMinSizeX(); /*
return THIS->WindowMinSize.x;
*/
private native float nGetWindowMinSizeY(); /*
return THIS->WindowMinSize.y;
*/
private native void nSetWindowMinSize(float valueX, float valueY); /*MANUAL
ImVec2 value = ImVec2(valueX, valueY);
THIS->WindowMinSize = value;
*/
/**
* Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
*/
public ImVec2 getWindowTitleAlign() {
final ImVec2 dst = new ImVec2();
nGetWindowTitleAlign(dst);
return dst;
}
/**
* Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
*/
public float getWindowTitleAlignX() {
return nGetWindowTitleAlignX();
}
/**
* Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
*/
public float getWindowTitleAlignY() {
return nGetWindowTitleAlignY();
}
/**
* Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
*/
public void getWindowTitleAlign(final ImVec2 dst) {
nGetWindowTitleAlign(dst);
}
/**
* Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
*/
public void setWindowTitleAlign(final ImVec2 value) {
nSetWindowTitleAlign(value.x, value.y);
}
/**
* Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
*/
public void setWindowTitleAlign(final float valueX, final float valueY) {
nSetWindowTitleAlign(valueX, valueY);
}
private native void nGetWindowTitleAlign(ImVec2 dst); /*
Jni::ImVec2Cpy(env, THIS->WindowTitleAlign, dst);
*/
private native float nGetWindowTitleAlignX(); /*
return THIS->WindowTitleAlign.x;
*/
private native float nGetWindowTitleAlignY(); /*
return THIS->WindowTitleAlign.y;
*/
private native void nSetWindowTitleAlign(float valueX, float valueY); /*MANUAL
ImVec2 value = ImVec2(valueX, valueY);
THIS->WindowTitleAlign = value;
*/
/**
* Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left.
*/
public int getWindowMenuButtonPosition() {
return nGetWindowMenuButtonPosition();
}
/**
* Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left.
*/
public void setWindowMenuButtonPosition(final int value) {
nSetWindowMenuButtonPosition(value);
}
private native int nGetWindowMenuButtonPosition(); /*
return THIS->WindowMenuButtonPosition;
*/
private native void nSetWindowMenuButtonPosition(int value); /*
THIS->WindowMenuButtonPosition = value;
*/
/**
* Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
*/
public float getChildRounding() {
return nGetChildRounding();
}
/**
* Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
*/
public void setChildRounding(final float value) {
nSetChildRounding(value);
}
private native float nGetChildRounding(); /*
return THIS->ChildRounding;
*/
private native void nSetChildRounding(float value); /*
THIS->ChildRounding = value;
*/
/**
* Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
*/
public float getChildBorderSize() {
return nGetChildBorderSize();
}
/**
* Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
*/
public void setChildBorderSize(final float value) {
nSetChildBorderSize(value);
}
private native float nGetChildBorderSize(); /*
return THIS->ChildBorderSize;
*/
private native void nSetChildBorderSize(float value); /*
THIS->ChildBorderSize = value;
*/
/**
* Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)
*/
public float getPopupRounding() {
return nGetPopupRounding();
}
/**
* Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)
*/
public void setPopupRounding(final float value) {
nSetPopupRounding(value);
}
private native float nGetPopupRounding(); /*
return THIS->PopupRounding;
*/
private native void nSetPopupRounding(float value); /*
THIS->PopupRounding = value;
*/
/**
* Thickness of border around popup/tooltip windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
*/
public float getPopupBorderSize() {
return nGetPopupBorderSize();
}
/**
* Thickness of border around popup/tooltip windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
*/
public void setPopupBorderSize(final float value) {
nSetPopupBorderSize(value);
}
private native float nGetPopupBorderSize(); /*
return THIS->PopupBorderSize;
*/
private native void nSetPopupBorderSize(float value); /*
THIS->PopupBorderSize = value;
*/
/**
* Padding within a framed rectangle (used by most widgets).
*/
public ImVec2 getFramePadding() {
final ImVec2 dst = new ImVec2();
nGetFramePadding(dst);
return dst;
}
/**
* Padding within a framed rectangle (used by most widgets).
*/
public float getFramePaddingX() {
return nGetFramePaddingX();
}
/**
* Padding within a framed rectangle (used by most widgets).
*/
public float getFramePaddingY() {
return nGetFramePaddingY();
}
/**
* Padding within a framed rectangle (used by most widgets).
*/
public void getFramePadding(final ImVec2 dst) {
nGetFramePadding(dst);
}
/**
* Padding within a framed rectangle (used by most widgets).
*/
public void setFramePadding(final ImVec2 value) {
nSetFramePadding(value.x, value.y);
}
/**
* Padding within a framed rectangle (used by most widgets).
*/
public void setFramePadding(final float valueX, final float valueY) {
nSetFramePadding(valueX, valueY);
}
private native void nGetFramePadding(ImVec2 dst); /*
Jni::ImVec2Cpy(env, THIS->FramePadding, dst);
*/
private native float nGetFramePaddingX(); /*
return THIS->FramePadding.x;
*/
private native float nGetFramePaddingY(); /*
return THIS->FramePadding.y;
*/
private native void nSetFramePadding(float valueX, float valueY); /*MANUAL
ImVec2 value = ImVec2(valueX, valueY);
THIS->FramePadding = value;
*/
/**
* Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
*/
public float getFrameRounding() {
return nGetFrameRounding();
}
/**
* Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
*/
public void setFrameRounding(final float value) {
nSetFrameRounding(value);
}
private native float nGetFrameRounding(); /*
return THIS->FrameRounding;
*/
private native void nSetFrameRounding(float value); /*
THIS->FrameRounding = value;
*/
/**
* Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
*/
public float getFrameBorderSize() {
return nGetFrameBorderSize();
}
/**
* Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
*/
public void setFrameBorderSize(final float value) {
nSetFrameBorderSize(value);
}
private native float nGetFrameBorderSize(); /*
return THIS->FrameBorderSize;
*/
private native void nSetFrameBorderSize(float value); /*
THIS->FrameBorderSize = value;
*/
/**
* Horizontal and vertical spacing between widgets/lines.
*/
public ImVec2 getItemSpacing() {
final ImVec2 dst = new ImVec2();
nGetItemSpacing(dst);
return dst;
}
/**
* Horizontal and vertical spacing between widgets/lines.
*/
public float getItemSpacingX() {
return nGetItemSpacingX();
}
/**
* Horizontal and vertical spacing between widgets/lines.
*/
public float getItemSpacingY() {
return nGetItemSpacingY();
}
/**
* Horizontal and vertical spacing between widgets/lines.
*/
public void getItemSpacing(final ImVec2 dst) {
nGetItemSpacing(dst);
}
/**
* Horizontal and vertical spacing between widgets/lines.
*/
public void setItemSpacing(final ImVec2 value) {
nSetItemSpacing(value.x, value.y);
}
/**
* Horizontal and vertical spacing between widgets/lines.
*/
public void setItemSpacing(final float valueX, final float valueY) {
nSetItemSpacing(valueX, valueY);
}
private native void nGetItemSpacing(ImVec2 dst); /*
Jni::ImVec2Cpy(env, THIS->ItemSpacing, dst);
*/
private native float nGetItemSpacingX(); /*
return THIS->ItemSpacing.x;
*/
private native float nGetItemSpacingY(); /*
return THIS->ItemSpacing.y;
*/
private native void nSetItemSpacing(float valueX, float valueY); /*MANUAL
ImVec2 value = ImVec2(valueX, valueY);
THIS->ItemSpacing = value;
*/
/**
* Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).
*/
public ImVec2 getItemInnerSpacing() {
final ImVec2 dst = new ImVec2();
nGetItemInnerSpacing(dst);
return dst;
}
/**
* Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).
*/
public float getItemInnerSpacingX() {
return nGetItemInnerSpacingX();
}
/**
* Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).
*/
public float getItemInnerSpacingY() {
return nGetItemInnerSpacingY();
}
/**
* Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).
*/
public void getItemInnerSpacing(final ImVec2 dst) {
nGetItemInnerSpacing(dst);
}
/**
* Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).
*/
public void setItemInnerSpacing(final ImVec2 value) {
nSetItemInnerSpacing(value.x, value.y);
}
/**
* Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).
*/
public void setItemInnerSpacing(final float valueX, final float valueY) {
nSetItemInnerSpacing(valueX, valueY);
}
private native void nGetItemInnerSpacing(ImVec2 dst); /*
Jni::ImVec2Cpy(env, THIS->ItemInnerSpacing, dst);
*/
private native float nGetItemInnerSpacingX(); /*
return THIS->ItemInnerSpacing.x;
*/
private native float nGetItemInnerSpacingY(); /*
return THIS->ItemInnerSpacing.y;
*/
private native void nSetItemInnerSpacing(float valueX, float valueY); /*MANUAL
ImVec2 value = ImVec2(valueX, valueY);
THIS->ItemInnerSpacing = value;
*/
/**
* Padding within a table cell.
*/
public ImVec2 getCellPadding() {
final ImVec2 dst = new ImVec2();
nGetCellPadding(dst);
return dst;
}
/**
* Padding within a table cell.
*/
public float getCellPaddingX() {
return nGetCellPaddingX();
}
/**
* Padding within a table cell.
*/
public float getCellPaddingY() {
return nGetCellPaddingY();
}
/**
* Padding within a table cell.
*/
public void getCellPadding(final ImVec2 dst) {
nGetCellPadding(dst);
}
/**
* Padding within a table cell.
*/
public void setCellPadding(final ImVec2 value) {
nSetCellPadding(value.x, value.y);
}
/**
* Padding within a table cell.
*/
public void setCellPadding(final float valueX, final float valueY) {
nSetCellPadding(valueX, valueY);
}
private native void nGetCellPadding(ImVec2 dst); /*
Jni::ImVec2Cpy(env, THIS->CellPadding, dst);
*/
private native float nGetCellPaddingX(); /*
return THIS->CellPadding.x;
*/
private native float nGetCellPaddingY(); /*
return THIS->CellPadding.y;
*/
private native void nSetCellPadding(float valueX, float valueY); /*MANUAL
ImVec2 value = ImVec2(valueX, valueY);
THIS->CellPadding = value;
*/
/**
* Expand reactive bounding box for touch-based system where touch position is not accurate enough.
* Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
*/
public ImVec2 getTouchExtraPadding() {
final ImVec2 dst = new ImVec2();
nGetTouchExtraPadding(dst);
return dst;
}
/**
* Expand reactive bounding box for touch-based system where touch position is not accurate enough.
* Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
*/
public float getTouchExtraPaddingX() {
return nGetTouchExtraPaddingX();
}
/**
* Expand reactive bounding box for touch-based system where touch position is not accurate enough.
* Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
*/
public float getTouchExtraPaddingY() {
return nGetTouchExtraPaddingY();
}
/**
* Expand reactive bounding box for touch-based system where touch position is not accurate enough.
* Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
*/
public void getTouchExtraPadding(final ImVec2 dst) {
nGetTouchExtraPadding(dst);
}
/**
* Expand reactive bounding box for touch-based system where touch position is not accurate enough.
* Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
*/
public void setTouchExtraPadding(final ImVec2 value) {
nSetTouchExtraPadding(value.x, value.y);
}
/**
* Expand reactive bounding box for touch-based system where touch position is not accurate enough.
* Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
*/
public void setTouchExtraPadding(final float valueX, final float valueY) {
nSetTouchExtraPadding(valueX, valueY);
}
private native void nGetTouchExtraPadding(ImVec2 dst); /*
Jni::ImVec2Cpy(env, THIS->TouchExtraPadding, dst);
*/
private native float nGetTouchExtraPaddingX(); /*
return THIS->TouchExtraPadding.x;
*/
private native float nGetTouchExtraPaddingY(); /*
return THIS->TouchExtraPadding.y;
*/
private native void nSetTouchExtraPadding(float valueX, float valueY); /*MANUAL
ImVec2 value = ImVec2(valueX, valueY);
THIS->TouchExtraPadding = value;
*/
/**
* Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
*/
public float getIndentSpacing() {
return nGetIndentSpacing();
}
/**
* Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
*/
public void setIndentSpacing(final float value) {
nSetIndentSpacing(value);
}
private native float nGetIndentSpacing(); /*
return THIS->IndentSpacing;
*/
private native void nSetIndentSpacing(float value); /*
THIS->IndentSpacing = value;
*/
/**
* Minimum horizontal spacing between two columns. Preferably {@code >} (FramePadding.x + 1).
*/
public float getColumnsMinSpacing() {
return nGetColumnsMinSpacing();
}
/**
* Minimum horizontal spacing between two columns. Preferably {@code >} (FramePadding.x + 1).
*/
public void setColumnsMinSpacing(final float value) {
nSetColumnsMinSpacing(value);
}
private native float nGetColumnsMinSpacing(); /*
return THIS->ColumnsMinSpacing;
*/
private native void nSetColumnsMinSpacing(float value); /*
THIS->ColumnsMinSpacing = value;
*/
/**
* Width of the vertical scrollbar, Height of the horizontal scrollbar.
*/
public float getScrollbarSize() {
return nGetScrollbarSize();
}
/**
* Width of the vertical scrollbar, Height of the horizontal scrollbar.
*/
public void setScrollbarSize(final float value) {
nSetScrollbarSize(value);
}
private native float nGetScrollbarSize(); /*
return THIS->ScrollbarSize;
*/
private native void nSetScrollbarSize(float value); /*
THIS->ScrollbarSize = value;
*/
/**
* Radius of grab corners for scrollbar.
*/
public float getScrollbarRounding() {
return nGetScrollbarRounding();
}
/**
* Radius of grab corners for scrollbar.
*/
public void setScrollbarRounding(final float value) {
nSetScrollbarRounding(value);
}
private native float nGetScrollbarRounding(); /*
return THIS->ScrollbarRounding;
*/
private native void nSetScrollbarRounding(float value); /*
THIS->ScrollbarRounding = value;
*/
/**
* Minimum width/height of a grab box for slider/scrollbar.
*/
public float getGrabMinSize() {
return nGetGrabMinSize();
}
/**
* Minimum width/height of a grab box for slider/scrollbar.
*/
public void setGrabMinSize(final float value) {
nSetGrabMinSize(value);
}
private native float nGetGrabMinSize(); /*
return THIS->GrabMinSize;
*/
private native void nSetGrabMinSize(float value); /*
THIS->GrabMinSize = value;
*/
/**
* Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
*/
public float getGrabRounding() {
return nGetGrabRounding();
}
/**
* Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
*/
public void setGrabRounding(final float value) {
nSetGrabRounding(value);
}
private native float nGetGrabRounding(); /*
return THIS->GrabRounding;
*/
private native void nSetGrabRounding(float value); /*
THIS->GrabRounding = value;
*/
/**
* The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
*/
public float getLogSliderDeadzone() {
return nGetLogSliderDeadzone();
}
/**
* The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
*/
public void setLogSliderDeadzone(final float value) {
nSetLogSliderDeadzone(value);
}
private native float nGetLogSliderDeadzone(); /*
return THIS->LogSliderDeadzone;
*/
private native void nSetLogSliderDeadzone(float value); /*
THIS->LogSliderDeadzone = value;
*/
/**
* Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
*/
public float getTabRounding() {
return nGetTabRounding();
}
/**
* Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
*/
public void setTabRounding(final float value) {
nSetTabRounding(value);
}
private native float nGetTabRounding(); /*
return THIS->TabRounding;
*/
private native void nSetTabRounding(float value); /*
THIS->TabRounding = value;
*/
/**
* Thickness of border around tabs.
*/
public float getTabBorderSize() {
return nGetTabBorderSize();
}
/**
* Thickness of border around tabs.
*/
public void setTabBorderSize(final float value) {
nSetTabBorderSize(value);
}
private native float nGetTabBorderSize(); /*
return THIS->TabBorderSize;
*/
private native void nSetTabBorderSize(float value); /*
THIS->TabBorderSize = value;
*/
/**
* Minimum width for close button to appears on an unselected tab when hovered.
* Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
*/
public float getTabMinWidthForCloseButton() {
return nGetTabMinWidthForCloseButton();
}
/**
* Minimum width for close button to appears on an unselected tab when hovered.
* Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
*/
public void setTabMinWidthForCloseButton(final float value) {
nSetTabMinWidthForCloseButton(value);
}
private native float nGetTabMinWidthForCloseButton(); /*
return THIS->TabMinWidthForCloseButton;
*/
private native void nSetTabMinWidthForCloseButton(float value); /*
THIS->TabMinWidthForCloseButton = value;
*/
/**
* Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
*/
public int getColorButtonPosition() {
return nGetColorButtonPosition();
}
/**
* Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
*/
public void setColorButtonPosition(final int value) {
nSetColorButtonPosition(value);
}
private native int nGetColorButtonPosition(); /*
return THIS->ColorButtonPosition;
*/
private native void nSetColorButtonPosition(int value); /*
THIS->ColorButtonPosition = value;
*/
/**
* Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
*/
public ImVec2 getButtonTextAlign() {
final ImVec2 dst = new ImVec2();
nGetButtonTextAlign(dst);
return dst;
}
/**
* Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
*/
public float getButtonTextAlignX() {
return nGetButtonTextAlignX();
}
/**
* Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
*/
public float getButtonTextAlignY() {
return nGetButtonTextAlignY();
}
/**
* Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
*/
public void getButtonTextAlign(final ImVec2 dst) {
nGetButtonTextAlign(dst);
}
/**
* Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
*/
public void setButtonTextAlign(final ImVec2 value) {
nSetButtonTextAlign(value.x, value.y);
}
/**
* Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
*/
public void setButtonTextAlign(final float valueX, final float valueY) {
nSetButtonTextAlign(valueX, valueY);
}
private native void nGetButtonTextAlign(ImVec2 dst); /*
Jni::ImVec2Cpy(env, THIS->ButtonTextAlign, dst);
*/
private native float nGetButtonTextAlignX(); /*
return THIS->ButtonTextAlign.x;
*/
private native float nGetButtonTextAlignY(); /*
return THIS->ButtonTextAlign.y;
*/
private native void nSetButtonTextAlign(float valueX, float valueY); /*MANUAL
ImVec2 value = ImVec2(valueX, valueY);
THIS->ButtonTextAlign = value;
*/
/**
* Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned).
* It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
*/
public ImVec2 getSelectableTextAlign() {
final ImVec2 dst = new ImVec2();
nGetSelectableTextAlign(dst);
return dst;
}
/**
* Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned).
* It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
*/
public float getSelectableTextAlignX() {
return nGetSelectableTextAlignX();
}
/**
* Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned).
* It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
*/
public float getSelectableTextAlignY() {
return nGetSelectableTextAlignY();
}
/**
* Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned).
* It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
*/
public void getSelectableTextAlign(final ImVec2 dst) {
nGetSelectableTextAlign(dst);
}
/**
* Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned).
* It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
*/
public void setSelectableTextAlign(final ImVec2 value) {
nSetSelectableTextAlign(value.x, value.y);
}
/**
* Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned).
* It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
*/
public void setSelectableTextAlign(final float valueX, final float valueY) {
nSetSelectableTextAlign(valueX, valueY);
}
private native void nGetSelectableTextAlign(ImVec2 dst); /*
Jni::ImVec2Cpy(env, THIS->SelectableTextAlign, dst);
*/
private native float nGetSelectableTextAlignX(); /*
return THIS->SelectableTextAlign.x;
*/
private native float nGetSelectableTextAlignY(); /*
return THIS->SelectableTextAlign.y;
*/
private native void nSetSelectableTextAlign(float valueX, float valueY); /*MANUAL
ImVec2 value = ImVec2(valueX, valueY);
THIS->SelectableTextAlign = value;
*/
/**
* Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows.
*/
public ImVec2 getDisplayWindowPadding() {
final ImVec2 dst = new ImVec2();
nGetDisplayWindowPadding(dst);
return dst;
}
/**
* Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows.
*/
public float getDisplayWindowPaddingX() {
return nGetDisplayWindowPaddingX();
}
/**
* Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows.
*/
public float getDisplayWindowPaddingY() {
return nGetDisplayWindowPaddingY();
}
/**
* Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows.
*/
public void getDisplayWindowPadding(final ImVec2 dst) {
nGetDisplayWindowPadding(dst);
}
/**
* Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows.
*/
public void setDisplayWindowPadding(final ImVec2 value) {
nSetDisplayWindowPadding(value.x, value.y);
}
/**
* Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows.
*/
public void setDisplayWindowPadding(final float valueX, final float valueY) {
nSetDisplayWindowPadding(valueX, valueY);
}
private native void nGetDisplayWindowPadding(ImVec2 dst); /*
Jni::ImVec2Cpy(env, THIS->DisplayWindowPadding, dst);
*/
private native float nGetDisplayWindowPaddingX(); /*
return THIS->DisplayWindowPadding.x;
*/
private native float nGetDisplayWindowPaddingY(); /*
return THIS->DisplayWindowPadding.y;
*/
private native void nSetDisplayWindowPadding(float valueX, float valueY); /*MANUAL
ImVec2 value = ImVec2(valueX, valueY);
THIS->DisplayWindowPadding = value;
*/
/**
* If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding.
* Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly!
*/
public ImVec2 getDisplaySafeAreaPadding() {
final ImVec2 dst = new ImVec2();
nGetDisplaySafeAreaPadding(dst);
return dst;
}
/**
* If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding.
* Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly!
*/
public float getDisplaySafeAreaPaddingX() {
return nGetDisplaySafeAreaPaddingX();
}
/**
* If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding.
* Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly!
*/
public float getDisplaySafeAreaPaddingY() {
return nGetDisplaySafeAreaPaddingY();
}
/**
* If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding.
* Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly!
*/
public void getDisplaySafeAreaPadding(final ImVec2 dst) {
nGetDisplaySafeAreaPadding(dst);
}
/**
* If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding.
* Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly!
*/
public void setDisplaySafeAreaPadding(final ImVec2 value) {
nSetDisplaySafeAreaPadding(value.x, value.y);
}
/**
* If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding.
* Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly!
*/
public void setDisplaySafeAreaPadding(final float valueX, final float valueY) {
nSetDisplaySafeAreaPadding(valueX, valueY);
}
private native void nGetDisplaySafeAreaPadding(ImVec2 dst); /*
Jni::ImVec2Cpy(env, THIS->DisplaySafeAreaPadding, dst);
*/
private native float nGetDisplaySafeAreaPaddingX(); /*
return THIS->DisplaySafeAreaPadding.x;
*/
private native float nGetDisplaySafeAreaPaddingY(); /*
return THIS->DisplaySafeAreaPadding.y;
*/
private native void nSetDisplaySafeAreaPadding(float valueX, float valueY); /*MANUAL
ImVec2 value = ImVec2(valueX, valueY);
THIS->DisplaySafeAreaPadding = value;
*/
/**
* Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
*/
public float getMouseCursorScale() {
return nGetMouseCursorScale();
}
/**
* Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
*/
public void setMouseCursorScale(final float value) {
nSetMouseCursorScale(value);
}
private native float nGetMouseCursorScale(); /*
return THIS->MouseCursorScale;
*/
private native void nSetMouseCursorScale(float value); /*
THIS->MouseCursorScale = value;
*/
/**
* Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
*/
public boolean getAntiAliasedLines() {
return nGetAntiAliasedLines();
}
/**
* Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
*/
public void setAntiAliasedLines(final boolean value) {
nSetAntiAliasedLines(value);
}
private native boolean nGetAntiAliasedLines(); /*
return THIS->AntiAliasedLines;
*/
private native void nSetAntiAliasedLines(boolean value); /*
THIS->AntiAliasedLines = value;
*/
/**
* Enable anti-aliased lines/borders using textures where possible.
* Require backend to render with bilinear filtering (NOT point/nearest filtering).
* Latched at the beginning of the frame (copied to ImDrawList).
*/
public boolean getAntiAliasedLinesUseTex() {
return nGetAntiAliasedLinesUseTex();
}
/**
* Enable anti-aliased lines/borders using textures where possible.
* Require backend to render with bilinear filtering (NOT point/nearest filtering).
* Latched at the beginning of the frame (copied to ImDrawList).
*/
public void setAntiAliasedLinesUseTex(final boolean value) {
nSetAntiAliasedLinesUseTex(value);
}
private native boolean nGetAntiAliasedLinesUseTex(); /*
return THIS->AntiAliasedLinesUseTex;
*/
private native void nSetAntiAliasedLinesUseTex(boolean value); /*
THIS->AntiAliasedLinesUseTex = value;
*/
/**
* Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.).
* Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
*/
public boolean getAntiAliasedFill() {
return nGetAntiAliasedFill();
}
/**
* Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.).
* Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
*/
public void setAntiAliasedFill(final boolean value) {
nSetAntiAliasedFill(value);
}
private native boolean nGetAntiAliasedFill(); /*
return THIS->AntiAliasedFill;
*/
private native void nSetAntiAliasedFill(boolean value); /*
THIS->AntiAliasedFill = value;
*/
/**
* Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments.
* Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
*/
public float getCurveTessellationTol() {
return nGetCurveTessellationTol();
}
/**
* Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments.
* Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
*/
public void setCurveTessellationTol(final float value) {
nSetCurveTessellationTol(value);
}
private native float nGetCurveTessellationTol(); /*
return THIS->CurveTessellationTol;
*/
private native void nSetCurveTessellationTol(float value); /*
THIS->CurveTessellationTol = value;
*/
/**
* Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified.
* Decrease for higher quality but more geometry.
*/
public float getCircleTessellationMaxError() {
return nGetCircleTessellationMaxError();
}
/**
* Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified.
* Decrease for higher quality but more geometry.
*/
public void setCircleTessellationMaxError(final float value) {
nSetCircleTessellationMaxError(value);
}
private native float nGetCircleTessellationMaxError(); /*
return THIS->CircleTessellationMaxError;
*/
private native void nSetCircleTessellationMaxError(float value); /*
THIS->CircleTessellationMaxError = value;
*/
public ImVec4[] getColors() {
return nGetColors();
}
public void setColors(final ImVec4[] value) {
nSetColors(value);
}
private native ImVec4[] nGetColors(); /*
return Jni::NewImVec4Array(env, THIS->Colors, ImGuiCol_COUNT);
*/
private native void nSetColors(ImVec4[] value); /*
Jni::ImVec4ArrayCpy(env, value, THIS->Colors, ImGuiCol_COUNT);
*/
public ImVec4 getColor(final int col) {
final ImVec4 dst = new ImVec4();
getColor(col, dst);
return dst;
}
public native void getColor(int col, ImVec4 dst); /*
Jni::ImVec4Cpy(env, THIS->Colors[col], dst);
*/
public native void setColor(int col, float r, float g, float b, float a); /*
THIS->Colors[col] = ImColor((float)r, (float)g, (float)b, (float)a);
*/
public native void setColor(int col, int r, int g, int b, int a); /*
THIS->Colors[col] = ImColor((int)r, (int)g, (int)b, (int)a);
*/
public native void setColor(int col, int value); /*
THIS->Colors[col] = ImColor(value);
*/
public void scaleAllSizes(final float scaleFactor) {
nScaleAllSizes(scaleFactor);
}
private native void nScaleAllSizes(float scaleFactor); /*
THIS->ScaleAllSizes(scaleFactor);
*/
/*JNI
#undef THIS
*/
}