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Manual overloads for ImGui functions accepting text (#2319)
* wip2 * Implement AutoUtf8Buffer * reformat * Work on manual bindings * restructure * Name scripts properly * Update utility functions to use ImU8String * add overloads * Add more overloads * Use ImGuiWindow from gen, support AddCallback * Use LibraryImport for custom ImGuiNative functinos * Make manual overloads for string-returning functinos * Make all overloads with self as its first parameter extension methods * Fix overload resolution by removing unnecessary * in => scoped in * Fix compilation errors
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293 changed files with 61312 additions and 754 deletions
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@ -87,7 +87,7 @@ internal unsafe class UiDebug
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var addonName = atkUnitBase->NameString;
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var agent = Service<GameGui>.Get().FindAgentInterface(atkUnitBase);
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ImGui.Text($"{addonName}");
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ImGui.Text(addonName);
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ImGui.SameLine();
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ImGui.PushStyleColor(ImGuiCol.Text, isVisible ? 0xFF00FF00 : 0xFF0000FF);
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ImGui.Text(isVisible ? "Visible" : "Not Visible");
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@ -211,7 +211,7 @@ internal unsafe class UiDebug
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ImGui.SameLine();
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Service<SeStringRenderer>.Get().Draw(textNode->NodeText);
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ImGui.InputText($"Replace Text##{(ulong)textNode:X}", textNode->NodeText.StringPtr, (uint)textNode->NodeText.BufSize);
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ImGui.InputText($"Replace Text##{(ulong)textNode:X}", new(textNode->NodeText.StringPtr, (int)textNode->NodeText.BufSize));
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ImGui.SameLine();
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if (ImGui.Button($"Encode##{(ulong)textNode:X}"))
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