Renamed ImGuiConfigFlags_NoSetMouseCursor to ImGuiConfigFlags_NoMouseCursorChange. Followup to 75c3793db5 two weeks ago. (#787, #1495, #1202) + comments

This commit is contained in:
omar
2018-04-06 18:12:21 +02:00
parent 18a243bef0
commit 72b7f48870
12 changed files with 32 additions and 30 deletions

14
imgui.h
View File

@ -534,8 +534,8 @@ namespace ImGui
IMGUI_API void ResetMouseDragDelta(int button = 0); //
IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
IMGUI_API void SetMouseCursor(ImGuiMouseCursor type); // set desired cursor type
IMGUI_API void CaptureKeyboardFromApp(bool capture = true); // manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application handle). e.g. force capture keyboard when your widget is being hovered.
IMGUI_API void CaptureMouseFromApp(bool capture = true); // manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application handle).
IMGUI_API void CaptureKeyboardFromApp(bool capture = true); // manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application to handle). e.g. force capture keyboard when your widget is being hovered.
IMGUI_API void CaptureMouseFromApp(bool capture = true); // manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application to handle).
// Clipboard Utilities (also see the LogToClipboard() function to capture or output text data to the clipboard)
IMGUI_API const char* GetClipboardText();
@ -777,9 +777,9 @@ enum ImGuiConfigFlags_
{
ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeyDown[].
ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. This is mostly to instruct your imgui back-end to fill io.NavInputs[]. Back-end also needs to set ImGuiBackendFlags_HasGamepad.
ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // Request navigation to allow moving the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your binding, otherwise ImGui will react as if the mouse is jumping around back and forth.
ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Do not set the io.WantCaptureKeyboard flag with io.NavActive is set.
ImGuiConfigFlags_NoSetMouseCursor = 1 << 4, // Request back-end to not alter mouse cursor configuration.
ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your binding, otherwise ImGui will react as if the mouse is jumping around back and forth.
ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag with io.NavActive is set.
ImGuiConfigFlags_NoMouseCursorChange = 1 << 4, // Instruct back-end to not alter mouse cursor shape and visibility.
// User storage (to allow your back-end/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core ImGui)
ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware.
@ -1072,8 +1072,8 @@ struct ImGuiIO
// Output - Retrieve after calling NewFrame()
//------------------------------------------------------------------
bool WantCaptureMouse; // When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. This is set by ImGui when it wants to use your mouse (e.g. unclicked mouse is hovering a window, or a widget is active).
bool WantCaptureKeyboard; // When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. This is set by ImGui when it wants to use your keyboard inputs.
bool WantCaptureMouse; // When io.WantCaptureMouse is true, imgui will use the mouse inputs, do not dispatch them to your main game/application. (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.).
bool WantCaptureKeyboard; // When io.WantCaptureKeyboard is true, imgui will use the keyboard inputs, do not dispatch them to your main game/application. (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.).
bool WantTextInput; // Mobile/console: when io.WantTextInput is true, you may display an on-screen keyboard. This is set by ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).
bool WantSetMousePos; // MousePos has been altered, back-end should reposition mouse on next frame. Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.
bool NavActive; // Directional navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.