// ------------------------------------------------------------------------------ // // This code was generated by a tool. // // Changes to this file may cause incorrect behavior and will be lost if // the code is regenerated. // // ------------------------------------------------------------------------------ using System; using HexaGen.Runtime; using System.Numerics; namespace Dalamud.Bindings.ImGui { /// /// To be documented. /// [Flags] public enum ImGuiBackendFlags : int { /// /// To be documented. /// None = unchecked(0), /// /// Backend Platform supports gamepad and currently has one connected.
///
HasGamepad = unchecked(1), /// /// Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
///
HasMouseCursors = unchecked(2), /// /// Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if io.ConfigNavMoveSetMousePos is set).
///
HasSetMousePos = unchecked(4), /// /// Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices.
///
RendererHasVtxOffset = unchecked(8), /// /// Backend Platform supports multiple viewports.
///
PlatformHasViewports = unchecked(1024), /// /// Backend Platform supports calling io.AddMouseViewportEvent() with the viewport under the mouse. IF POSSIBLE, ignore viewports with the ImGuiViewportFlags_NoInputs flag (Win32 backend, GLFW 3.30+ backend can do this, SDL backend cannot). If this cannot be done, Dear ImGui needs to use a flawed heuristic to find the viewport under.
///
HasMouseHoveredViewport = unchecked(2048), /// /// Backend Renderer supports multiple viewports.
///
RendererHasViewports = unchecked(4096), } }