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Functions1,733 in github.com/RussellJerome/UnrealModLoader

MethodImGuiTableColumn
UnrealEngineModLoader/ImGui/imgui_internal.h:2127
MethodImGuiTableColumnSettings
UnrealEngineModLoader/ImGui/imgui_internal.h:2294
MethodImGuiTableColumnSortSpecs
UnrealEngineModLoader/ImGui/imgui.h:2026
MethodImGuiTableSettings
UnrealEngineModLoader/ImGui/imgui_internal.h:2316
MethodImGuiTableSortSpecs
UnrealEngineModLoader/ImGui/imgui.h:2039
MethodImGuiTableTempData
UnrealEngineModLoader/ImGui/imgui_internal.h:2279
MethodImGuiTextBuffer
UnrealEngineModLoader/ImGui/imgui.h:2096
MethodImGuiTextFilter
Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
UnrealEngineModLoader/ImGui/imgui.cpp:2056
MethodImGuiTextRange
UnrealEngineModLoader/ImGui/imgui.h:2079
MethodImGuiViewport
UnrealEngineModLoader/ImGui/imgui.h:2804
MethodImGuiViewportP
UnrealEngineModLoader/ImGui/imgui_internal.h:1306
MethodImGuiWindow
ImGuiWindow is mostly a dumb struct. It merely has a constructor and a few helper methods
UnrealEngineModLoader/ImGui/imgui.cpp:2929
MethodImGuiWindowSettings
UnrealEngineModLoader/ImGui/imgui_internal.h:1335
MethodImGui_ImplDX11_Data
UnrealEngineModLoader/ImGui/imgui_impl_dx11.cpp:63
FunctionImGui_ImplDX11_Shutdown
UnrealEngineModLoader/ImGui/imgui_impl_dx11.cpp:566
MethodImGui_ImplWin32_Data
UnrealEngineModLoader/ImGui/imgui_impl_win32.cpp:87
FunctionImGui_ImplWin32_EnableAlphaCompositing
[experimental] Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c (the Dwm* functions are Vista era functions but we
UnrealEngineModLoader/ImGui/imgui_impl_win32.cpp:586
FunctionImGui_ImplWin32_EnableDpiAwareness
Helper function to enable DPI awareness without setting up a manifest
UnrealEngineModLoader/ImGui/imgui_impl_win32.cpp:514
FunctionImGui_ImplWin32_GetDpiScaleForHwnd
UnrealEngineModLoader/ImGui/imgui_impl_win32.cpp:569
FunctionImGui_ImplWin32_Shutdown
UnrealEngineModLoader/ImGui/imgui_impl_win32.cpp:173
FunctionImGui_ImplWin32_WndProcHandler
UnrealEngineModLoader/ImGui/imgui_impl_win32.cpp:358
FunctionImHash
UnrealEngineModLoader/ImGui/imgui_internal.h:297
FunctionImInvLength
UnrealEngineModLoader/ImGui/imgui_internal.h:436
FunctionImPool
UnrealEngineModLoader/ImGui/imgui_internal.h:624
FunctionImSign
UnrealEngineModLoader/ImGui/imgui_internal.h:408
MethodImSpan
Constructors, destructor
UnrealEngineModLoader/ImGui/imgui_internal.h:570
MethodImSpanAllocator
UnrealEngineModLoader/ImGui/imgui_internal.h:602
FunctionImStricmp
Consider using _stricmp/_strnicmp under Windows or strcasecmp/strncasecmp. We don't actually use either ImStricmp/ImStrnicmp in the codebase any more.
UnrealEngineModLoader/ImGui/imgui.cpp:1325
FunctionImStrlenW
UnrealEngineModLoader/ImGui/imgui.cpp:1375
FunctionImStrnicmp
UnrealEngineModLoader/ImGui/imgui.cpp:1332
FunctionImVec1
UnrealEngineModLoader/ImGui/imgui_internal.h:465
MethodImVec2ih
UnrealEngineModLoader/ImGui/imgui_internal.h:473
MethodImVec4
UnrealEngineModLoader/ImGui/imgui.h:273
MethodImage
UnrealEngineModLoader/ImGui/imgui_widgets.cpp:991
MethodImageButton
frame_padding < 0: uses FramePadding from style (default) frame_padding = 0: no framing frame_padding > 0: set framing size
UnrealEngineModLoader/ImGui/imgui_widgets.cpp:1046
MethodImageButtonEx
ImageButton() is flawed as 'id' is always derived from 'texture_id' (see #2464 #1390) We provide this internal helper to write your own variant while
UnrealEngineModLoader/ImGui/imgui_widgets.cpp:1017
FunctionImeSetInputScreenPosFn_DefaultImpl
UnrealEngineModLoader/ImGui/imgui.cpp:10896
MethodIndent
UnrealEngineModLoader/ImGui/imgui.cpp:7619
FunctionInitDX11Hook
UnrealEngineModLoader/LoaderUI.cpp:423
MethodInitGameState
ExampleMod/ExampleMod.cpp:29
FunctionInitHooks
UnrealEngineModLoader/Hooks.cpp:272
MethodInitialize
UnrealEngineModLoader/ImGui/imgui.cpp:4166
MethodInitializeMod
Only Called Once, if you need to hook shit, declare some global non changing values
ExampleMod/ExampleMod.cpp:17
MethodInputDouble
UnrealEngineModLoader/ImGui/imgui_widgets.cpp:3558
MethodInputFloat
UnrealEngineModLoader/ImGui/imgui_widgets.cpp:3515
MethodInputFloat2
UnrealEngineModLoader/ImGui/imgui_widgets.cpp:3521
MethodInputFloat3
UnrealEngineModLoader/ImGui/imgui_widgets.cpp:3526
MethodInputFloat4
UnrealEngineModLoader/ImGui/imgui_widgets.cpp:3531
MethodInputInt
UnrealEngineModLoader/ImGui/imgui_widgets.cpp:3536
MethodInputInt2
UnrealEngineModLoader/ImGui/imgui_widgets.cpp:3543
MethodInputInt3
UnrealEngineModLoader/ImGui/imgui_widgets.cpp:3548
MethodInputInt4
UnrealEngineModLoader/ImGui/imgui_widgets.cpp:3553
MethodInputScalar
Note: p_data, p_step, p_step_fast are _pointers_ to a memory address holding the data. For an Input widget, p_step and p_step_fast are optional. Read
UnrealEngineModLoader/ImGui/imgui_widgets.cpp:3406
MethodInputScalarN
UnrealEngineModLoader/ImGui/imgui_widgets.cpp:3480
MethodInputText
UnrealEngineModLoader/ImGui/imgui_widgets.cpp:3573
MethodInputTextEx
Edit a string of text - buf_size account for the zero-terminator, so a buf_size of 6 can hold "Hello" but not "Hello!". This is so we can easily call
UnrealEngineModLoader/ImGui/imgui_widgets.cpp:3934
MethodInputTextMultiline
UnrealEngineModLoader/ImGui/imgui_widgets.cpp:3579
MethodInputTextWithHint
UnrealEngineModLoader/ImGui/imgui_widgets.cpp:3584
MethodInvisibleButton
Tip: use ImGui::PushID()/PopID() to push indices or pointers in the ID stack. Then you can keep 'str_id' empty or the same for all your buttons (inste
UnrealEngineModLoader/ImGui/imgui_widgets.cpp:724
MethodIsAnyItemActive
UnrealEngineModLoader/ImGui/imgui.cpp:4934
MethodIsAnyItemFocused
UnrealEngineModLoader/ImGui/imgui.cpp:4940
MethodIsAnyItemHovered
UnrealEngineModLoader/ImGui/imgui.cpp:4928
MethodIsAnyMouseDown
UnrealEngineModLoader/ImGui/imgui.cpp:4816
MethodIsChunkedArray
UnrealEngineModLoader/UE4/CoreUObject_classes.hpp:24
MethodIsClippedEx
UnrealEngineModLoader/ImGui/imgui.cpp:3282
MethodIsDelivery
UnrealEngineModLoader/ImGui/imgui.h:2015
MethodIsDragDropPayloadBeingAccepted
UnrealEngineModLoader/ImGui/imgui.cpp:10097
FunctionIsInverted
UnrealEngineModLoader/ImGui/imgui_internal.h:512
MethodIsItemActivated
UnrealEngineModLoader/ImGui/imgui.cpp:4877
MethodIsItemActive
UnrealEngineModLoader/ImGui/imgui.cpp:4869
MethodIsItemClicked
Important: this can be useful but it is NOT equivalent to the behavior of e.g.Button()! Most widgets have specific reactions based on mouse-up/down st
UnrealEngineModLoader/ImGui/imgui.cpp:4911
MethodIsItemDeactivated
UnrealEngineModLoader/ImGui/imgui.cpp:4886
MethodIsItemDeactivatedAfterEdit
UnrealEngineModLoader/ImGui/imgui.cpp:4894
MethodIsItemEdited
UnrealEngineModLoader/ImGui/imgui.cpp:4952
MethodIsItemFocused
== GetItemID() == GetFocusID()
UnrealEngineModLoader/ImGui/imgui.cpp:4901
MethodIsItemHovered
This is roughly matching the behavior of internal-facing ItemHoverable() - we allow hovering to be true when ActiveId==window->MoveID, so that clickin
UnrealEngineModLoader/ImGui/imgui.cpp:3181
MethodIsItemToggledOpen
UnrealEngineModLoader/ImGui/imgui.cpp:4916
MethodIsItemToggledSelection
UnrealEngineModLoader/ImGui/imgui.cpp:4922
MethodIsItemVisible
UnrealEngineModLoader/ImGui/imgui.cpp:4946
MethodIsKeyDown
Note that dear imgui doesn't know the semantic of each entry of io.KeysDown[]! Use your own indices/enums according to how your backend/engine stored
UnrealEngineModLoader/ImGui/imgui.cpp:4672
MethodIsKeyPressed
UnrealEngineModLoader/ImGui/imgui.cpp:4709
MethodIsKeyReleased
UnrealEngineModLoader/ImGui/imgui.cpp:4723
MethodIsMouseClicked
UnrealEngineModLoader/ImGui/imgui.cpp:4738
MethodIsMouseDoubleClicked
UnrealEngineModLoader/ImGui/imgui.cpp:4763
MethodIsMouseDown
UnrealEngineModLoader/ImGui/imgui.cpp:4731
MethodIsMouseDragPastThreshold
Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame. [Internal] This doesn't test if the button i
UnrealEngineModLoader/ImGui/imgui.cpp:4772
MethodIsMouseDragging
UnrealEngineModLoader/ImGui/imgui.cpp:4781
MethodIsMouseHoveringRect
Test if mouse cursor is hovering given rectangle NB- Rectangle is clipped by our current clip setting NB- Expand the rectangle to be generous on impre
UnrealEngineModLoader/ImGui/imgui.cpp:4647
MethodIsMousePosValid
We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position.
UnrealEngineModLoader/ImGui/imgui.cpp:4806
MethodIsMouseReleased
UnrealEngineModLoader/ImGui/imgui.cpp:4756
MethodIsPopupOpen
Supported flags: ImGuiPopupFlags_AnyPopupId, ImGuiPopupFlags_AnyPopupLevel
UnrealEngineModLoader/ImGui/imgui.cpp:8152
MethodIsPreview
UnrealEngineModLoader/ImGui/imgui.h:2014
MethodIsRectVisible
UnrealEngineModLoader/ImGui/imgui.cpp:7177
MethodIsUsingNamePool
UnrealEngineModLoader/UE4/Basic.hpp:420
MethodIsValidIndex
UnrealEngineModLoader/UE4/Basic.hpp:207
MethodIsValidIndex
UnrealEngineModLoader/UE4/Basic.hpp:276
MethodIsValidIndex
UnrealEngineModLoader/UE4/Basic.hpp:309
MethodIsWide
UnrealEngineModLoader/UE4/Basic.hpp:160
MethodIsWindowAbove
UnrealEngineModLoader/ImGui/imgui.cpp:6699
MethodIsWindowAppearing
UnrealEngineModLoader/ImGui/imgui.cpp:6910
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