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Added flag showing whether the GUI wants text input
Conflicts: imgui.cpp
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committed by
ocornut
parent
7eca754094
commit
73917115a8
14
imgui.cpp
14
imgui.cpp
@ -128,8 +128,10 @@
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// swap video buffer, etc.
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}
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- after calling ImGui::NewFrame() you can read back 'io.WantCaptureMouse' and 'io.WantCaptureKeyboard' to tell if ImGui
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wants to use your inputs. if it does you can discard/hide the inputs from the rest of your application.
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- after calling ImGui::NewFrame() you can read back flags from the IO structure to tell how ImGui intends to use your inputs.
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When 'io.WantCaptureMouse' or 'io.WantCaptureKeyboard' flags are set you may want to discard/hide the inputs from the rest of your application.
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When 'io.WantInputsCharacters' is set to may want to notify your OS to popup an onscreen keyboard, if available.
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API BREAKING CHANGES
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====================
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@ -1901,8 +1903,9 @@ void ImGui::NewFrame()
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bool mouse_owned_by_application = mouse_earliest_button_down != -1 && !g.IO.MouseDownOwned[mouse_earliest_button_down];
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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);
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g.IO.WantCaptureKeyboard = (g.ActiveId != 0) || (g.CaptureKeyboardNextFrame);
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g.IO.WantInputCharacters = ((g.InputTextState.Id != 0) && (g.InputTextState.Id == g.ActiveId)) || g.WantInputCharactersNextFrame;
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g.MouseCursor = ImGuiMouseCursor_Arrow;
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g.CaptureMouseNextFrame = g.CaptureKeyboardNextFrame = false;
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g.CaptureMouseNextFrame = g.CaptureKeyboardNextFrame = g.WantInputCharactersNextFrame = false;
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// If mouse was first clicked outside of ImGui bounds we also cancel out hovering.
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if (mouse_owned_by_application)
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@ -2874,6 +2877,11 @@ void ImGui::CaptureMouseFromApp()
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GImGui->CaptureMouseNextFrame = true;
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}
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void ImGui::CaptureInputCharactersFromApp()
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{
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GImGui->WantInputCharactersNextFrame = true;
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}
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bool ImGui::IsItemHovered()
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{
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ImGuiWindow* window = GetCurrentWindow();
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