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Viewport: Coupling non-main viewport to one window. Viewport name derived from the window. Added ImGuiConfigFlags_PlatformNoTaskBar, off by default (aka re-established task-bars by default for now). (#1542)
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17
imgui.h
17
imgui.h
@ -779,16 +779,17 @@ enum ImGuiConfigFlags_
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// [BETA] Viewports
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ImGuiConfigFlags_EnableViewports = 1 << 4, // Viewport enable flags (require both ImGuiConfigFlags_PlatformHasViewports + ImGuiConfigFlags_RendererHasViewports set by the respective back-ends)
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ImGuiConfigFlags_PlatformHasViewports = 1 << 5, // Back-end Platform supports multiple viewports
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ImGuiConfigFlags_PlatformHasMouseHoveredViewport = 1 << 6, // Back-end Platform supports setting io.MouseHoveredViewport to the viewport directly under the mouse _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag and _REGARDLESS_ of whether another viewport is focused and may be capturing the mouse. This information is _NOT EASY_ to provide correctly with most high-level engines. Don't see this without studying how the examples/ back-end handle it.
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ImGuiConfigFlags_PlatformHasWantMoveMouseSupport = 1 << 7, // Back-end Platform supports io.WantMoveMouse request by updating the OS mouse cursor position (currently only used by ImGuiConfigFlags_NavMoveMouse feature, will be useful for widgets teleporting/wrapping the cursor)
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ImGuiConfigFlags_PlatformHasWindowAlpha = 1 << 8, // Back-end Platform supports transparent windows
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ImGuiConfigFlags_RendererHasViewports = 1 << 9, // Back-end Renderer supports multiple viewports
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ImGuiConfigFlags_PlatformNoTaskBar = 1 << 5,
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ImGuiConfigFlags_PlatformHasViewports = 1 << 6, // Back-end Platform supports multiple viewports
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ImGuiConfigFlags_PlatformHasMouseHoveredViewport = 1 << 7, // Back-end Platform supports setting io.MouseHoveredViewport to the viewport directly under the mouse _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag and _REGARDLESS_ of whether another viewport is focused and may be capturing the mouse. This information is _NOT EASY_ to provide correctly with most high-level engines. Don't see this without studying how the examples/ back-end handle it.
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ImGuiConfigFlags_PlatformHasWantMoveMouseSupport = 1 << 8, // Back-end Platform supports io.WantMoveMouse request by updating the OS mouse cursor position (currently only used by ImGuiConfigFlags_NavMoveMouse feature, will be useful for widgets teleporting/wrapping the cursor)
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ImGuiConfigFlags_PlatformHasWindowAlpha = 1 << 9, // Back-end Platform supports transparent windows
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ImGuiConfigFlags_RendererHasViewports = 1 << 10, // Back-end Renderer supports multiple viewports
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// Platform Info (free of use, for user/application convenience)
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ImGuiConfigFlags_IsSRGB = 1 << 10, // Back-end is SRGB-aware (Storage flag to allow your back-end to communicate to shared widgets. Not used by core ImGui)
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ImGuiConfigFlags_IsTouchScreen = 1 << 11, // Back-end is using a touch screen instead of a mouse (Storage flag to allow your back-end to communicate to shared widgets. Not used by core ImGui)
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ImGuiConfigFlags_IsOnScreenKeyboard = 1 << 12 // Back-end uses an on-screen keyboard when io.WantTextInput is set.
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ImGuiConfigFlags_IsSRGB = 1 << 20, // Back-end is SRGB-aware (Storage flag to allow your back-end to communicate to shared widgets. Not used by core ImGui)
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ImGuiConfigFlags_IsTouchScreen = 1 << 21, // Back-end is using a touch screen instead of a mouse (Storage flag to allow your back-end to communicate to shared widgets. Not used by core ImGui)
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ImGuiConfigFlags_IsOnScreenKeyboard = 1 << 22 // Back-end uses an on-screen keyboard when io.WantTextInput is set.
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};
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// Enumeration for PushStyleColor() / PopStyleColor()
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