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https://github.com/Drezil/imgui.git
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Misc comments + Demo: use IsItemVisible() when using direct ImDrawList calls.
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15
imgui.h
15
imgui.h
@ -1340,6 +1340,8 @@ enum ImGuiSortDirection_
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ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc.
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};
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// Keys value 0 to 511 are left unused as legacy native/opaque key values (< 1.87)
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// Keys value >= 512 are named keys (>= 1.87)
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enum ImGuiKey_
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{
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// Keyboard
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@ -1440,10 +1442,10 @@ enum ImGuiKey_
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ImGuiKey_NamedKey_COUNT = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN,
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#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
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ImGuiKey_KeysData_SIZE = ImGuiKey_NamedKey_COUNT, // Size of KeysData[]: only hold named keys
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ImGuiKey_KeysData_OFFSET = ImGuiKey_NamedKey_BEGIN // First key stored in KeysData[0]
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ImGuiKey_KeysData_OFFSET = ImGuiKey_NamedKey_BEGIN // First key stored in io.KeysData[0]. Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET).
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#else
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ImGuiKey_KeysData_SIZE = ImGuiKey_COUNT, // Size of KeysData[]: hold legacy 0..512 keycodes + named keys
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ImGuiKey_KeysData_OFFSET = 0 // First key stored in KeysData[0]
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ImGuiKey_KeysData_OFFSET = 0 // First key stored in io.KeysData[0]. Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET).
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#endif
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#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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@ -1462,6 +1464,7 @@ enum ImGuiModFlags_
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};
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// Gamepad/Keyboard navigation
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// Since >= 1.87 backends you generally don't need to care about this enum since io.NavInputs[] is setup automatically. This might become private/internal some day.
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// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.AddKeyEvent() calls.
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// Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Backend: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().
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// Read instructions in imgui.cpp for more details. Download PNG/PSD at http://dearimgui.org/controls_sheets.
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@ -1505,7 +1508,7 @@ enum ImGuiConfigFlags_
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ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the backend.
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ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct backend to not alter mouse cursor shape and visibility. Use if the backend cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead.
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// User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core Dear ImGui)
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// User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are NOT used by core Dear ImGui)
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ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware.
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ImGuiConfigFlags_IsTouchScreen = 1 << 21 // Application is using a touch screen instead of a mouse.
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};
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@ -1553,10 +1556,10 @@ enum ImGuiCol_
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ImGuiCol_Separator,
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ImGuiCol_SeparatorHovered,
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ImGuiCol_SeparatorActive,
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ImGuiCol_ResizeGrip,
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ImGuiCol_ResizeGrip, // Resize grip in lower-right and lower-left corners of windows.
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ImGuiCol_ResizeGripHovered,
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ImGuiCol_ResizeGripActive,
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ImGuiCol_Tab,
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ImGuiCol_Tab, // TabItem in a TabBar
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ImGuiCol_TabHovered,
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ImGuiCol_TabActive,
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ImGuiCol_TabUnfocused,
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@ -1571,7 +1574,7 @@ enum ImGuiCol_
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ImGuiCol_TableRowBg, // Table row background (even rows)
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ImGuiCol_TableRowBgAlt, // Table row background (odd rows)
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ImGuiCol_TextSelectedBg,
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ImGuiCol_DragDropTarget,
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ImGuiCol_DragDropTarget, // Rectangle highlighting a drop target
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ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item
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ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB
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ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active
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