Regenerate bindings

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goaaats 2025-07-20 01:23:58 +02:00
parent 6078c42963
commit e559ae6b20
310 changed files with 361033 additions and 717041 deletions

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@ -17,26 +17,7 @@ using System.Numerics;
namespace Dalamud.Bindings.ImGui
{
/// <summary>
/// Helper: Manually clip large list of items.<br/>
/// If you have lots evenly spaced items and you have random access to the list, you can perform coarse<br/>
/// clipping based on visibility to only submit items that are in view.<br/>
/// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.<br/>
/// (Dear ImGui already clip items based on their bounds but: it needs to first layout the item to do so, and generally<br/>
/// fetchingsubmitting your own data incurs additional cost. Coarse clipping using ImGuiListClipper allows you to easily<br/>
/// scale using lists with tens of thousands of items without a problem)<br/>
/// Usage:<br/>
/// ImGuiListClipper clipper;<br/>
/// clipper.Begin(1000); We have 1000 elements, evenly spaced.<br/>
/// while (clipper.Step())<br/>
/// for (int i = clipper.DisplayStart; i &lt; clipper.DisplayEnd; i++)<br/>
/// ImGui::Text("line number %d", i);<br/>
/// Generally what happens is:<br/>
/// - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not.<br/>
/// - User code submit that one element.<br/>
/// - Clipper can measure the height of the first element<br/>
/// - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element.<br/>
/// - User code submit visible elements.<br/>
/// - The clipper also handles various subtleties related to keyboardgamepad navigation, wrapping etc.<br/>
/// To be documented.
/// </summary>
[StructLayout(LayoutKind.Sequential)]
public partial struct ImGuiListClipper