This commit is contained in:
ocornut 2016-07-18 13:03:47 +02:00
parent 2df229d002
commit 0300e73b3f
2 changed files with 10 additions and 10 deletions

12
imgui.h
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@ -393,11 +393,11 @@ namespace ImGui
IMGUI_API void PopClipRect(); IMGUI_API void PopClipRect();
// Utilities // Utilities
IMGUI_API bool IsItemHovered(); // was the last item hovered by mouse? IMGUI_API bool IsItemHovered(); // is the last item hovered by mouse?
IMGUI_API bool IsItemHoveredRect(); // was the last item hovered by mouse? even if another item is active or window is blocked by popup while we are hovering this IMGUI_API bool IsItemHoveredRect(); // is the last item hovered by mouse? even if another item is active or window is blocked by popup while we are hovering this
IMGUI_API bool IsItemActive(); // was the last item active? (e.g. button being held, text field being edited- items that don't interact will always return false) IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited- items that don't interact will always return false)
IMGUI_API bool IsItemClicked(int mouse_button = 0); // was the last item clicked? (e.g. button/node just clicked on) IMGUI_API bool IsItemClicked(int mouse_button = 0); // is the last item clicked? (e.g. button/node just clicked on)
IMGUI_API bool IsItemVisible(); // was the last item visible? (aka not out of sight due to clipping/scrolling.) IMGUI_API bool IsItemVisible(); // is the last item visible? (aka not out of sight due to clipping/scrolling.)
IMGUI_API bool IsAnyItemHovered(); IMGUI_API bool IsAnyItemHovered();
IMGUI_API bool IsAnyItemActive(); IMGUI_API bool IsAnyItemActive();
IMGUI_API ImVec2 GetItemRectMin(); // get bounding rect of last item in screen space IMGUI_API ImVec2 GetItemRectMin(); // get bounding rect of last item in screen space
@ -812,7 +812,7 @@ struct ImGuiIO
bool WantCaptureMouse; // Mouse is hovering a window or widget is active (= ImGui will use your mouse input) bool WantCaptureMouse; // Mouse is hovering a window or widget is active (= ImGui will use your mouse input)
bool WantCaptureKeyboard; // Widget is active (= ImGui will use your keyboard input) bool WantCaptureKeyboard; // Widget is active (= ImGui will use your keyboard input)
bool WantTextInput; // Some text input widget is active, which will read input characters from the InputCharacters array. bool WantTextInput; // Text input widget is active, which will read input characters from the InputCharacters array.
float Framerate; // Framerate estimation, in frame per second. Rolling average estimation based on IO.DeltaTime over 120 frames float Framerate; // Framerate estimation, in frame per second. Rolling average estimation based on IO.DeltaTime over 120 frames
int MetricsAllocs; // Number of active memory allocations int MetricsAllocs; // Number of active memory allocations
int MetricsRenderVertices; // Vertices output during last call to Render() int MetricsRenderVertices; // Vertices output during last call to Render()

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@ -347,8 +347,8 @@ struct ImGuiContext
ImGuiIO IO; ImGuiIO IO;
ImGuiStyle Style; ImGuiStyle Style;
ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back() ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back()
float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize() float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window.
float FontBaseSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Size of characters. float FontBaseSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Base text height.
ImVec2 FontTexUvWhitePixel; // (Shortcut) == Font->TexUvWhitePixel ImVec2 FontTexUvWhitePixel; // (Shortcut) == Font->TexUvWhitePixel
float Time; float Time;
@ -357,8 +357,8 @@ struct ImGuiContext
int FrameCountRendered; int FrameCountRendered;
ImVector<ImGuiWindow*> Windows; ImVector<ImGuiWindow*> Windows;
ImVector<ImGuiWindow*> WindowsSortBuffer; ImVector<ImGuiWindow*> WindowsSortBuffer;
ImGuiWindow* CurrentWindow; // Being drawn into
ImVector<ImGuiWindow*> CurrentWindowStack; ImVector<ImGuiWindow*> CurrentWindowStack;
ImGuiWindow* CurrentWindow; // Being drawn into
ImGuiWindow* FocusedWindow; // Will catch keyboard inputs ImGuiWindow* FocusedWindow; // Will catch keyboard inputs
ImGuiWindow* HoveredWindow; // Will catch mouse inputs ImGuiWindow* HoveredWindow; // Will catch mouse inputs
ImGuiWindow* HoveredRootWindow; // Will catch mouse inputs (for focus/move only) ImGuiWindow* HoveredRootWindow; // Will catch mouse inputs (for focus/move only)
@ -369,7 +369,7 @@ struct ImGuiContext
ImGuiID ActiveIdPreviousFrame; ImGuiID ActiveIdPreviousFrame;
bool ActiveIdIsAlive; // Active widget has been seen this frame bool ActiveIdIsAlive; // Active widget has been seen this frame
bool ActiveIdIsJustActivated; // Set at the time of activation for one frame bool ActiveIdIsJustActivated; // Set at the time of activation for one frame
bool ActiveIdAllowOverlap; // Set only by active widget bool ActiveIdAllowOverlap; // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always)
ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior) ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
ImGuiWindow* ActiveIdWindow; ImGuiWindow* ActiveIdWindow;
ImGuiWindow* MovedWindow; // Track the child window we clicked on to move a window. ImGuiWindow* MovedWindow; // Track the child window we clicked on to move a window.