Added flag showing whether the GUI wants text input

Conflicts:
	imgui.cpp
This commit is contained in:
Borislav Stanimirov 2015-08-23 22:52:47 +03:00 committed by ocornut
parent 7eca754094
commit 73917115a8
4 changed files with 16 additions and 4 deletions

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@ -128,8 +128,10 @@
// swap video buffer, etc.
}
- after calling ImGui::NewFrame() you can read back 'io.WantCaptureMouse' and 'io.WantCaptureKeyboard' to tell if ImGui
wants to use your inputs. if it does you can discard/hide the inputs from the rest of your application.
- after calling ImGui::NewFrame() you can read back flags from the IO structure to tell how ImGui intends to use your inputs.
When 'io.WantCaptureMouse' or 'io.WantCaptureKeyboard' flags are set you may want to discard/hide the inputs from the rest of your application.
When 'io.WantInputsCharacters' is set to may want to notify your OS to popup an onscreen keyboard, if available.
API BREAKING CHANGES
====================
@ -1901,8 +1903,9 @@ void ImGui::NewFrame()
bool mouse_owned_by_application = mouse_earliest_button_down != -1 && !g.IO.MouseDownOwned[mouse_earliest_button_down];
g.IO.WantCaptureMouse = (!mouse_owned_by_application && g.HoveredWindow != NULL) || (!mouse_owned_by_application && mouse_any_down) || (g.ActiveId != 0) || (!g.OpenedPopupStack.empty()) || (g.CaptureMouseNextFrame);
g.IO.WantCaptureKeyboard = (g.ActiveId != 0) || (g.CaptureKeyboardNextFrame);
g.IO.WantInputCharacters = ((g.InputTextState.Id != 0) && (g.InputTextState.Id == g.ActiveId)) || g.WantInputCharactersNextFrame;
g.MouseCursor = ImGuiMouseCursor_Arrow;
g.CaptureMouseNextFrame = g.CaptureKeyboardNextFrame = false;
g.CaptureMouseNextFrame = g.CaptureKeyboardNextFrame = g.WantInputCharactersNextFrame = false;
// If mouse was first clicked outside of ImGui bounds we also cancel out hovering.
if (mouse_owned_by_application)
@ -2874,6 +2877,11 @@ void ImGui::CaptureMouseFromApp()
GImGui->CaptureMouseNextFrame = true;
}
void ImGui::CaptureInputCharactersFromApp()
{
GImGui->WantInputCharactersNextFrame = true;
}
bool ImGui::IsItemHovered()
{
ImGuiWindow* window = GetCurrentWindow();

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@ -405,6 +405,7 @@ namespace ImGui
IMGUI_API void SetMouseCursor(ImGuiMouseCursor type); // set desired cursor type
IMGUI_API void CaptureKeyboardFromApp(); // manually enforce imgui setting the io.WantCaptureKeyboard flag next frame (your application needs to handle it). e.g. capture keyboard when your widget is being hovered.
IMGUI_API void CaptureMouseFromApp(); // manually enforce imgui setting the io.WantCaptureMouse flag next frame (your application needs to handle it).
IMGUI_API void CaptureInputCharactersFromApp(); // manually enforce imgui setting the io.WantInputCharacters flag next frame (your application needs to handle it).
// Helpers functions to access the MemAllocFn/MemFreeFn pointers in ImGui::GetIO()
IMGUI_API void* MemAlloc(size_t sz);
@ -724,6 +725,7 @@ struct ImGuiIO
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 WantInputCharacters; // Some 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
int MetricsAllocs; // Number of active memory allocations
int MetricsRenderVertices; // Vertices output during last call to Render()

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@ -1343,6 +1343,7 @@ void ImGui::ShowTestWindow(bool* opened)
ImGui::Text("WantCaptureMouse: %s", io.WantCaptureMouse ? "true" : "false");
ImGui::Text("WantCaptureKeyboard: %s", io.WantCaptureKeyboard ? "true" : "false");
ImGui::Text("WantInputCharacters: %s", io.WantInputCharacters ? "true" : "false");
ImGui::Button("Hover me\nto enforce\ninputs capture");
if (ImGui::IsItemHovered())

View File

@ -394,6 +394,7 @@ struct ImGuiState
float FramerateSecPerFrameAccum;
bool CaptureMouseNextFrame; // explicit capture via CaptureInputs() sets those flags
bool CaptureKeyboardNextFrame;
bool WantInputCharactersNextFrame;
char TempBuffer[1024*3+1]; // temporary text buffer
ImGuiState()
@ -456,7 +457,7 @@ struct ImGuiState
memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame));
FramerateSecPerFrameIdx = 0;
FramerateSecPerFrameAccum = 0.0f;
CaptureMouseNextFrame = CaptureKeyboardNextFrame = false;
CaptureMouseNextFrame = CaptureKeyboardNextFrame = WantInputCharactersNextFrame = false;
}
};