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Commit Description:
Add timers for Simulation and various engines...
Commit Description:
Add timers for Simulation and various engines Starting to add additional timers for different stages of the process of updating in order to get more insight into what is slowing it down. The update takes 9ms, which is much longer than it used to. Engine-specific timers are coming later.
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ImGui.NET/Generated/ImGuiStyle.gen.cs
164 lines | 8.4 KiB | text/x-csharp | CSharpLexer
using System;
using System.Numerics;
using System.Runtime.CompilerServices;
using System.Text;
namespace ImGuiNET
{
public unsafe partial struct ImGuiStyle
{
public float Alpha;
public float DisabledAlpha;
public Vector2 WindowPadding;
public float WindowRounding;
public float WindowBorderSize;
public Vector2 WindowMinSize;
public Vector2 WindowTitleAlign;
public ImGuiDir WindowMenuButtonPosition;
public float ChildRounding;
public float ChildBorderSize;
public float PopupRounding;
public float PopupBorderSize;
public Vector2 FramePadding;
public float FrameRounding;
public float FrameBorderSize;
public Vector2 ItemSpacing;
public Vector2 ItemInnerSpacing;
public Vector2 CellPadding;
public Vector2 TouchExtraPadding;
public float IndentSpacing;
public float ColumnsMinSpacing;
public float ScrollbarSize;
public float ScrollbarRounding;
public float GrabMinSize;
public float GrabRounding;
public float LogSliderDeadzone;
public float TabRounding;
public float TabBorderSize;
public float TabMinWidthForCloseButton;
public ImGuiDir ColorButtonPosition;
public Vector2 ButtonTextAlign;
public Vector2 SelectableTextAlign;
public Vector2 DisplayWindowPadding;
public Vector2 DisplaySafeAreaPadding;
public float MouseCursorScale;
public byte AntiAliasedLines;
public byte AntiAliasedLinesUseTex;
public byte AntiAliasedFill;
public float CurveTessellationTol;
public float CircleTessellationMaxError;
public Vector4 Colors_0;
public Vector4 Colors_1;
public Vector4 Colors_2;
public Vector4 Colors_3;
public Vector4 Colors_4;
public Vector4 Colors_5;
public Vector4 Colors_6;
public Vector4 Colors_7;
public Vector4 Colors_8;
public Vector4 Colors_9;
public Vector4 Colors_10;
public Vector4 Colors_11;
public Vector4 Colors_12;
public Vector4 Colors_13;
public Vector4 Colors_14;
public Vector4 Colors_15;
public Vector4 Colors_16;
public Vector4 Colors_17;
public Vector4 Colors_18;
public Vector4 Colors_19;
public Vector4 Colors_20;
public Vector4 Colors_21;
public Vector4 Colors_22;
public Vector4 Colors_23;
public Vector4 Colors_24;
public Vector4 Colors_25;
public Vector4 Colors_26;
public Vector4 Colors_27;
public Vector4 Colors_28;
public Vector4 Colors_29;
public Vector4 Colors_30;
public Vector4 Colors_31;
public Vector4 Colors_32;
public Vector4 Colors_33;
public Vector4 Colors_34;
public Vector4 Colors_35;
public Vector4 Colors_36;
public Vector4 Colors_37;
public Vector4 Colors_38;
public Vector4 Colors_39;
public Vector4 Colors_40;
public Vector4 Colors_41;
public Vector4 Colors_42;
public Vector4 Colors_43;
public Vector4 Colors_44;
public Vector4 Colors_45;
public Vector4 Colors_46;
public Vector4 Colors_47;
public Vector4 Colors_48;
public Vector4 Colors_49;
public Vector4 Colors_50;
public Vector4 Colors_51;
public Vector4 Colors_52;
public Vector4 Colors_53;
public Vector4 Colors_54;
}
public unsafe partial struct ImGuiStylePtr
{
public ImGuiStyle* NativePtr { get; }
public ImGuiStylePtr(ImGuiStyle* nativePtr) => NativePtr = nativePtr;
public ImGuiStylePtr(IntPtr nativePtr) => NativePtr = (ImGuiStyle*)nativePtr;
public static implicit operator ImGuiStylePtr(ImGuiStyle* nativePtr) => new ImGuiStylePtr(nativePtr);
public static implicit operator ImGuiStyle* (ImGuiStylePtr wrappedPtr) => wrappedPtr.NativePtr;
public static implicit operator ImGuiStylePtr(IntPtr nativePtr) => new ImGuiStylePtr(nativePtr);
public ref float Alpha => ref Unsafe.AsRef<float>(&NativePtr->Alpha);
public ref float DisabledAlpha => ref Unsafe.AsRef<float>(&NativePtr->DisabledAlpha);
public ref Vector2 WindowPadding => ref Unsafe.AsRef<Vector2>(&NativePtr->WindowPadding);
public ref float WindowRounding => ref Unsafe.AsRef<float>(&NativePtr->WindowRounding);
public ref float WindowBorderSize => ref Unsafe.AsRef<float>(&NativePtr->WindowBorderSize);
public ref Vector2 WindowMinSize => ref Unsafe.AsRef<Vector2>(&NativePtr->WindowMinSize);
public ref Vector2 WindowTitleAlign => ref Unsafe.AsRef<Vector2>(&NativePtr->WindowTitleAlign);
public ref ImGuiDir WindowMenuButtonPosition => ref Unsafe.AsRef<ImGuiDir>(&NativePtr->WindowMenuButtonPosition);
public ref float ChildRounding => ref Unsafe.AsRef<float>(&NativePtr->ChildRounding);
public ref float ChildBorderSize => ref Unsafe.AsRef<float>(&NativePtr->ChildBorderSize);
public ref float PopupRounding => ref Unsafe.AsRef<float>(&NativePtr->PopupRounding);
public ref float PopupBorderSize => ref Unsafe.AsRef<float>(&NativePtr->PopupBorderSize);
public ref Vector2 FramePadding => ref Unsafe.AsRef<Vector2>(&NativePtr->FramePadding);
public ref float FrameRounding => ref Unsafe.AsRef<float>(&NativePtr->FrameRounding);
public ref float FrameBorderSize => ref Unsafe.AsRef<float>(&NativePtr->FrameBorderSize);
public ref Vector2 ItemSpacing => ref Unsafe.AsRef<Vector2>(&NativePtr->ItemSpacing);
public ref Vector2 ItemInnerSpacing => ref Unsafe.AsRef<Vector2>(&NativePtr->ItemInnerSpacing);
public ref Vector2 CellPadding => ref Unsafe.AsRef<Vector2>(&NativePtr->CellPadding);
public ref Vector2 TouchExtraPadding => ref Unsafe.AsRef<Vector2>(&NativePtr->TouchExtraPadding);
public ref float IndentSpacing => ref Unsafe.AsRef<float>(&NativePtr->IndentSpacing);
public ref float ColumnsMinSpacing => ref Unsafe.AsRef<float>(&NativePtr->ColumnsMinSpacing);
public ref float ScrollbarSize => ref Unsafe.AsRef<float>(&NativePtr->ScrollbarSize);
public ref float ScrollbarRounding => ref Unsafe.AsRef<float>(&NativePtr->ScrollbarRounding);
public ref float GrabMinSize => ref Unsafe.AsRef<float>(&NativePtr->GrabMinSize);
public ref float GrabRounding => ref Unsafe.AsRef<float>(&NativePtr->GrabRounding);
public ref float LogSliderDeadzone => ref Unsafe.AsRef<float>(&NativePtr->LogSliderDeadzone);
public ref float TabRounding => ref Unsafe.AsRef<float>(&NativePtr->TabRounding);
public ref float TabBorderSize => ref Unsafe.AsRef<float>(&NativePtr->TabBorderSize);
public ref float TabMinWidthForCloseButton => ref Unsafe.AsRef<float>(&NativePtr->TabMinWidthForCloseButton);
public ref ImGuiDir ColorButtonPosition => ref Unsafe.AsRef<ImGuiDir>(&NativePtr->ColorButtonPosition);
public ref Vector2 ButtonTextAlign => ref Unsafe.AsRef<Vector2>(&NativePtr->ButtonTextAlign);
public ref Vector2 SelectableTextAlign => ref Unsafe.AsRef<Vector2>(&NativePtr->SelectableTextAlign);
public ref Vector2 DisplayWindowPadding => ref Unsafe.AsRef<Vector2>(&NativePtr->DisplayWindowPadding);
public ref Vector2 DisplaySafeAreaPadding => ref Unsafe.AsRef<Vector2>(&NativePtr->DisplaySafeAreaPadding);
public ref float MouseCursorScale => ref Unsafe.AsRef<float>(&NativePtr->MouseCursorScale);
public ref bool AntiAliasedLines => ref Unsafe.AsRef<bool>(&NativePtr->AntiAliasedLines);
public ref bool AntiAliasedLinesUseTex => ref Unsafe.AsRef<bool>(&NativePtr->AntiAliasedLinesUseTex);
public ref bool AntiAliasedFill => ref Unsafe.AsRef<bool>(&NativePtr->AntiAliasedFill);
public ref float CurveTessellationTol => ref Unsafe.AsRef<float>(&NativePtr->CurveTessellationTol);
public ref float CircleTessellationMaxError => ref Unsafe.AsRef<float>(&NativePtr->CircleTessellationMaxError);
public RangeAccessor<Vector4> Colors => new RangeAccessor<Vector4>(&NativePtr->Colors_0, 55);
public void Destroy()
{
ImGuiNative.ImGuiStyle_destroy((ImGuiStyle*)(NativePtr));
}
public void ScaleAllSizes(float scale_factor)
{
ImGuiNative.ImGuiStyle_ScaleAllSizes((ImGuiStyle*)(NativePtr), scale_factor);
}
}
}