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	Merge branch 'master' into viewport
# Conflicts: # examples/imgui_impl_opengl3.cpp # imgui.cpp # imgui.h # imgui_draw.cpp # imgui_internal.h
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							@@ -554,9 +554,9 @@ namespace ImGui
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    IMGUI_API bool          IsKeyPressed(int user_key_index, bool repeat = true);               // was key pressed (went from !Down to Down). if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
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    IMGUI_API bool          IsKeyReleased(int user_key_index);                                  // was key released (went from Down to !Down)..
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    IMGUI_API int           GetKeyPressedAmount(int key_index, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate
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    IMGUI_API bool          IsMouseDown(int button);                                            // is mouse button held
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    IMGUI_API bool          IsMouseDown(int button);                                            // is mouse button held (0=left, 1=right, 2=middle)
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    IMGUI_API bool          IsAnyMouseDown();                                                   // is any mouse button held
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    IMGUI_API bool          IsMouseClicked(int button, bool repeat = false);                    // did mouse button clicked (went from !Down to Down)
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    IMGUI_API bool          IsMouseClicked(int button, bool repeat = false);                    // did mouse button clicked (went from !Down to Down) (0=left, 1=right, 2=middle)
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    IMGUI_API bool          IsMouseDoubleClicked(int button);                                   // did mouse button double-clicked. a double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime.
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    IMGUI_API bool          IsMouseReleased(int button);                                        // did mouse button released (went from Down to !Down)
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    IMGUI_API bool          IsMouseDragging(int button = 0, float lock_threshold = -1.0f);      // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold
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@@ -736,6 +736,7 @@ enum ImGuiHoveredFlags_
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    //ImGuiHoveredFlags_AllowWhenBlockedByModal     = 1 << 4,   // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
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    ImGuiHoveredFlags_AllowWhenBlockedByActiveItem  = 1 << 5,   // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
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    ImGuiHoveredFlags_AllowWhenOverlapped           = 1 << 6,   // Return true even if the position is overlapped by another window
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    ImGuiHoveredFlags_AllowWhenDisabled             = 1 << 7,   // Return true even if the item is disabled
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    ImGuiHoveredFlags_RectOnly                      = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,
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    ImGuiHoveredFlags_RootAndChildWindows           = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows
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};
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@@ -924,8 +925,8 @@ enum ImGuiCol_
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    ImGuiCol_TextSelectedBg,
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    ImGuiCol_DragDropTarget,
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    ImGuiCol_NavHighlight,          // Gamepad/keyboard: current highlighted item
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    ImGuiCol_NavWindowListHighlight,// Highlight window when using CTRL+TAB
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    ImGuiCol_NavWindowListDimBg,    // Darken/colorize entire screen behind the CTRL+TAB window list, when active
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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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    ImGuiCol_ModalWindowDimBg,      // Darken/colorize entire screen behind a modal window, when one is active
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    ImGuiCol_COUNT
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@@ -1140,7 +1141,7 @@ struct ImGuiIO
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    //------------------------------------------------------------------
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    ImVec2      MousePos;                       // Mouse position, in pixels. Set to ImVec2(-FLT_MAX,-FLT_MAX) if mouse is unavailable (on another screen, etc.)
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    bool        MouseDown[5];                   // Mouse buttons: left, right, middle + extras. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
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    bool        MouseDown[5];                   // Mouse buttons: 0=left, 1=right, 2=middle + extras. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
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    float       MouseWheel;                     // Mouse wheel Vertical: 1 unit scrolls about 5 lines text.
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    float       MouseWheelH;                    // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all back-ends.
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    ImGuiID     MousePosViewport;               // (Optional) When using multiple viewports: viewport from which io.MousePos is based from (when dragging this is generally the captured/focused viewport, even though we can drag outside of it and then it's not hovered anymore). (0 == default viewport)
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