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

View File

@ -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();