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@ -58,6 +58,8 @@ Other changes:
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Windows Close and Collapse Buttons.
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Windows Close and Collapse Buttons.
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- Misc: Fixed ImVec2 operator[] violating aliasing rules causing issue with Intel C++
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- Misc: Fixed ImVec2 operator[] violating aliasing rules causing issue with Intel C++
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compiler. (#6272) [@BayesBug]
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compiler. (#6272) [@BayesBug]
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- IO: Added io.AddMouseSourceEvent() and ImGuiMouseSource enum. This is to allow backend to
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specify actual event source between Mouse/TouchScreen/Pen. (#2702, #2334, #2372, #3453, #5693)
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- IO: Fixed support for calling io.AddXXXX functions fron inactive context (wrongly
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- IO: Fixed support for calling io.AddXXXX functions fron inactive context (wrongly
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advertised as supported in 1.89.4). (#6199, #6256, #5856) [@cfillion]
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advertised as supported in 1.89.4). (#6199, #6256, #5856) [@cfillion]
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- Backends: OpenGL3: Fixed GL loader crash when GL_VERSION returns NULL. (#6154, #4445, #3530)
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- Backends: OpenGL3: Fixed GL loader crash when GL_VERSION returns NULL. (#6154, #4445, #3530)
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29
imgui.cpp
29
imgui.cpp
@ -1246,6 +1246,7 @@ ImGuiIO::ImGuiIO()
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// Input (NB: we already have memset zero the entire structure!)
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// Input (NB: we already have memset zero the entire structure!)
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MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
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MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
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MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX);
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MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX);
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MouseSource = ImGuiMouseSource_Mouse;
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MouseDragThreshold = 6.0f;
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MouseDragThreshold = 6.0f;
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for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f;
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for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f;
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for (int i = 0; i < IM_ARRAYSIZE(KeysData); i++) { KeysData[i].DownDuration = KeysData[i].DownDurationPrev = -1.0f; }
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for (int i = 0; i < IM_ARRAYSIZE(KeysData); i++) { KeysData[i].DownDuration = KeysData[i].DownDurationPrev = -1.0f; }
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@ -1472,6 +1473,7 @@ void ImGuiIO::AddMousePosEvent(float x, float y)
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e.Source = ImGuiInputSource_Mouse;
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e.Source = ImGuiInputSource_Mouse;
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e.MousePos.PosX = pos.x;
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e.MousePos.PosX = pos.x;
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e.MousePos.PosY = pos.y;
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e.MousePos.PosY = pos.y;
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e.MouseWheel.MouseSource = g.InputEventsNextMouseSource;
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g.InputEventsQueue.push_back(e);
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g.InputEventsQueue.push_back(e);
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}
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}
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@ -1494,6 +1496,7 @@ void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down)
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e.Source = ImGuiInputSource_Mouse;
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e.Source = ImGuiInputSource_Mouse;
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e.MouseButton.Button = mouse_button;
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e.MouseButton.Button = mouse_button;
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e.MouseButton.Down = down;
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e.MouseButton.Down = down;
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e.MouseWheel.MouseSource = g.InputEventsNextMouseSource;
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g.InputEventsQueue.push_back(e);
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g.InputEventsQueue.push_back(e);
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}
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}
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@ -1512,9 +1515,19 @@ void ImGuiIO::AddMouseWheelEvent(float wheel_x, float wheel_y)
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e.Source = ImGuiInputSource_Mouse;
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e.Source = ImGuiInputSource_Mouse;
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e.MouseWheel.WheelX = wheel_x;
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e.MouseWheel.WheelX = wheel_x;
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e.MouseWheel.WheelY = wheel_y;
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e.MouseWheel.WheelY = wheel_y;
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e.MouseWheel.MouseSource = g.InputEventsNextMouseSource;
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g.InputEventsQueue.push_back(e);
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g.InputEventsQueue.push_back(e);
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}
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}
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// This is not a real event, the data is latched in order to be stored in actual Mouse events.
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// This is so that duplicate events (e.g. Windows sending extraneous WM_MOUSEMOVE) gets filtered and are not leading to actual source changes.
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void ImGuiIO::AddMouseSourceEvent(ImGuiMouseSource source)
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{
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IM_ASSERT(Ctx != NULL);
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ImGuiContext& g = *Ctx;
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g.InputEventsNextMouseSource = source;
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}
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void ImGuiIO::AddFocusEvent(bool focused)
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void ImGuiIO::AddFocusEvent(bool focused)
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{
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{
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IM_ASSERT(Ctx != NULL);
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IM_ASSERT(Ctx != NULL);
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@ -8663,12 +8676,18 @@ static const char* GetInputSourceName(ImGuiInputSource source)
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IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT && source >= 0 && source < ImGuiInputSource_COUNT);
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IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT && source >= 0 && source < ImGuiInputSource_COUNT);
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return input_source_names[source];
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return input_source_names[source];
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}
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}
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static const char* GetMouseSourceName(ImGuiMouseSource source)
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{
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const char* mouse_source_names[] = { "Mouse", "TouchScreen", "Pen" };
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IM_ASSERT(IM_ARRAYSIZE(mouse_source_names) == ImGuiMouseSource_COUNT && source >= 0 && source < ImGuiMouseSource_COUNT);
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return mouse_source_names[source];
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}
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static void DebugPrintInputEvent(const char* prefix, const ImGuiInputEvent* e)
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static void DebugPrintInputEvent(const char* prefix, const ImGuiInputEvent* e)
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{
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{
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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if (e->Type == ImGuiInputEventType_MousePos) { if (e->MousePos.PosX == -FLT_MAX && e->MousePos.PosY == -FLT_MAX) IMGUI_DEBUG_LOG_IO("%s: MousePos (-FLT_MAX, -FLT_MAX)\n", prefix); else IMGUI_DEBUG_LOG_IO("%s: MousePos (%.1f, %.1f)\n", prefix, e->MousePos.PosX, e->MousePos.PosY); return; }
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if (e->Type == ImGuiInputEventType_MousePos) { if (e->MousePos.PosX == -FLT_MAX && e->MousePos.PosY == -FLT_MAX) IMGUI_DEBUG_LOG_IO("%s: MousePos (-FLT_MAX, -FLT_MAX)\n", prefix); else IMGUI_DEBUG_LOG_IO("%s: MousePos (%.1f, %.1f) (%s)\n", prefix, e->MousePos.PosX, e->MousePos.PosY, GetMouseSourceName(e->MouseWheel.MouseSource)); return; }
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if (e->Type == ImGuiInputEventType_MouseButton) { IMGUI_DEBUG_LOG_IO("%s: MouseButton %d %s\n", prefix, e->MouseButton.Button, e->MouseButton.Down ? "Down" : "Up"); return; }
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if (e->Type == ImGuiInputEventType_MouseButton) { IMGUI_DEBUG_LOG_IO("%s: MouseButton %d %s (%s)\n", prefix, e->MouseButton.Button, e->MouseButton.Down ? "Down" : "Up", GetMouseSourceName(e->MouseWheel.MouseSource)); return; }
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if (e->Type == ImGuiInputEventType_MouseWheel) { IMGUI_DEBUG_LOG_IO("%s: MouseWheel (%.3f, %.3f)\n", prefix, e->MouseWheel.WheelX, e->MouseWheel.WheelY); return; }
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if (e->Type == ImGuiInputEventType_MouseWheel) { IMGUI_DEBUG_LOG_IO("%s: MouseWheel (%.3f, %.3f) (%s)\n", prefix, e->MouseWheel.WheelX, e->MouseWheel.WheelY, GetMouseSourceName(e->MouseWheel.MouseSource)); return; }
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if (e->Type == ImGuiInputEventType_Key) { IMGUI_DEBUG_LOG_IO("%s: Key \"%s\" %s\n", prefix, ImGui::GetKeyName(e->Key.Key), e->Key.Down ? "Down" : "Up"); return; }
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if (e->Type == ImGuiInputEventType_Key) { IMGUI_DEBUG_LOG_IO("%s: Key \"%s\" %s\n", prefix, ImGui::GetKeyName(e->Key.Key), e->Key.Down ? "Down" : "Up"); return; }
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if (e->Type == ImGuiInputEventType_Text) { IMGUI_DEBUG_LOG_IO("%s: Text: %c (U+%08X)\n", prefix, e->Text.Char, e->Text.Char); return; }
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if (e->Type == ImGuiInputEventType_Text) { IMGUI_DEBUG_LOG_IO("%s: Text: %c (U+%08X)\n", prefix, e->Text.Char, e->Text.Char); return; }
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if (e->Type == ImGuiInputEventType_Focus) { IMGUI_DEBUG_LOG_IO("%s: AppFocused %d\n", prefix, e->AppFocused.Focused); return; }
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if (e->Type == ImGuiInputEventType_Focus) { IMGUI_DEBUG_LOG_IO("%s: AppFocused %d\n", prefix, e->AppFocused.Focused); return; }
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@ -8704,6 +8723,7 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
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if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputted))
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if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputted))
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break;
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break;
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io.MousePos = event_pos;
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io.MousePos = event_pos;
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io.MouseSource = e->MousePos.MouseSource;
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mouse_moved = true;
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mouse_moved = true;
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}
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}
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else if (e->Type == ImGuiInputEventType_MouseButton)
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else if (e->Type == ImGuiInputEventType_MouseButton)
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@ -8714,6 +8734,7 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
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if (trickle_fast_inputs && ((mouse_button_changed & (1 << button)) || mouse_wheeled))
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if (trickle_fast_inputs && ((mouse_button_changed & (1 << button)) || mouse_wheeled))
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break;
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break;
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io.MouseDown[button] = e->MouseButton.Down;
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io.MouseDown[button] = e->MouseButton.Down;
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io.MouseSource = e->MouseButton.MouseSource;
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mouse_button_changed |= (1 << button);
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mouse_button_changed |= (1 << button);
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}
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}
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else if (e->Type == ImGuiInputEventType_MouseWheel)
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else if (e->Type == ImGuiInputEventType_MouseWheel)
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@ -8723,6 +8744,7 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
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break;
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break;
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io.MouseWheelH += e->MouseWheel.WheelX;
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io.MouseWheelH += e->MouseWheel.WheelX;
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io.MouseWheel += e->MouseWheel.WheelY;
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io.MouseWheel += e->MouseWheel.WheelY;
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io.MouseSource = e->MouseWheel.MouseSource;
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mouse_wheeled = true;
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mouse_wheeled = true;
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}
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}
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else if (e->Type == ImGuiInputEventType_Key)
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else if (e->Type == ImGuiInputEventType_Key)
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@ -13725,6 +13747,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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Text("Mouse clicked:"); for (int i = 0; i < count; i++) if (IsMouseClicked(i)) { SameLine(); Text("b%d (%d)", i, io.MouseClickedCount[i]); }
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Text("Mouse clicked:"); for (int i = 0; i < count; i++) if (IsMouseClicked(i)) { SameLine(); Text("b%d (%d)", i, io.MouseClickedCount[i]); }
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Text("Mouse released:"); for (int i = 0; i < count; i++) if (IsMouseReleased(i)) { SameLine(); Text("b%d", i); }
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Text("Mouse released:"); for (int i = 0; i < count; i++) if (IsMouseReleased(i)) { SameLine(); Text("b%d", i); }
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Text("Mouse wheel: %.1f", io.MouseWheel);
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Text("Mouse wheel: %.1f", io.MouseWheel);
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Text("Mouse source: %s", GetMouseSourceName(io.MouseSource));
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Text("Pen Pressure: %.1f", io.PenPressure); // Note: currently unused
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Text("Pen Pressure: %.1f", io.PenPressure); // Note: currently unused
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Unindent();
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Unindent();
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}
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}
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17
imgui.h
17
imgui.h
@ -23,7 +23,7 @@
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// Library Version
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// Library Version
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM > 12345')
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM > 12345')
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#define IMGUI_VERSION "1.89.5 WIP"
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#define IMGUI_VERSION "1.89.5 WIP"
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#define IMGUI_VERSION_NUM 18947
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#define IMGUI_VERSION_NUM 18948
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#define IMGUI_HAS_TABLE
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#define IMGUI_HAS_TABLE
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/*
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/*
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@ -167,6 +167,7 @@ struct ImGuiViewport; // A Platform Window (always only one in 'ma
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// In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
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// In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
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// With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments.
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// With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments.
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enum ImGuiKey : int; // -> enum ImGuiKey // Enum: A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value)
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enum ImGuiKey : int; // -> enum ImGuiKey // Enum: A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value)
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enum ImGuiMouseSource : int; // -> enum ImGuiMouseSource // Enum; A mouse input source identifier (Mouse, TouchPad, TouchScreen, Pen)
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typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling
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typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling
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typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions
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typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions
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typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type
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typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type
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@ -1715,6 +1716,18 @@ enum ImGuiMouseCursor_
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ImGuiMouseCursor_COUNT
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ImGuiMouseCursor_COUNT
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};
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};
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// Enumeration for AddMouseSourceEvent() actual source of Mouse Input data.
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// Historically we use "Mouse" terminology everywhere to indicate pointer data, e.g. MousePos, IsMousePressed(), io.AddMousePosEvent()
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// But that "Mouse" data can come from different source which occasionally may be useful for application to know about.
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// You can submit a change of pointer type using io.AddMouseSourceEvent().
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enum ImGuiMouseSource : int
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{
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ImGuiMouseSource_Mouse = 0, // Input is coming from an actual mouse.
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ImGuiMouseSource_TouchScreen, // Input is coming from a touch screen (no hovering prior to initial press, less precise initial press aiming, dual-axis wheeling possible).
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ImGuiMouseSource_Pen, // Input is coming from a pressure/magnetic pen (often used in conjunction with high-sampling rates).
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ImGuiMouseSource_COUNT
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};
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// Enumeration for ImGui::SetWindow***(), SetNextWindow***(), SetNextItem***() functions
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// Enumeration for ImGui::SetWindow***(), SetNextWindow***(), SetNextItem***() functions
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// Represent a condition.
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// Represent a condition.
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// Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always.
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// Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always.
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@ -1982,6 +1995,7 @@ struct ImGuiIO
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IMGUI_API void AddMousePosEvent(float x, float y); // Queue a mouse position update. Use -FLT_MAX,-FLT_MAX to signify no mouse (e.g. app not focused and not hovered)
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IMGUI_API void AddMousePosEvent(float x, float y); // Queue a mouse position update. Use -FLT_MAX,-FLT_MAX to signify no mouse (e.g. app not focused and not hovered)
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IMGUI_API void AddMouseButtonEvent(int button, bool down); // Queue a mouse button change
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IMGUI_API void AddMouseButtonEvent(int button, bool down); // Queue a mouse button change
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IMGUI_API void AddMouseWheelEvent(float wheel_x, float wheel_y); // Queue a mouse wheel update. wheel_y<0: scroll down, wheel_y>0: scroll up, wheel_x<0: scroll right, wheel_x>0: scroll left.
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IMGUI_API void AddMouseWheelEvent(float wheel_x, float wheel_y); // Queue a mouse wheel update. wheel_y<0: scroll down, wheel_y>0: scroll up, wheel_x<0: scroll right, wheel_x>0: scroll left.
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IMGUI_API void AddMouseSourceEvent(ImGuiMouseSource source); // Queue a mouse source change (Mouse/TouchScreen/Pen)
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IMGUI_API void AddFocusEvent(bool focused); // Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window)
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IMGUI_API void AddFocusEvent(bool focused); // Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window)
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IMGUI_API void AddInputCharacter(unsigned int c); // Queue a new character input
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IMGUI_API void AddInputCharacter(unsigned int c); // Queue a new character input
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IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue a new character input from a UTF-16 character, it can be a surrogate
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IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue a new character input from a UTF-16 character, it can be a surrogate
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@ -2035,6 +2049,7 @@ struct ImGuiIO
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bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Other buttons allow 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 (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Other buttons allow 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. >0 scrolls Up, <0 scrolls Down. Hold SHIFT to turn vertical scroll into horizontal scroll.
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float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. >0 scrolls Up, <0 scrolls Down. Hold SHIFT to turn vertical scroll into horizontal scroll.
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float MouseWheelH; // Mouse wheel Horizontal. >0 scrolls Left, <0 scrolls Right. Most users don't have a mouse with a horizontal wheel, may not be filled by all backends.
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float MouseWheelH; // Mouse wheel Horizontal. >0 scrolls Left, <0 scrolls Right. Most users don't have a mouse with a horizontal wheel, may not be filled by all backends.
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ImGuiMouseSource MouseSource; // Mouse actual input peripheral (Mouse/TouchPad/TouchScreen/Pen).
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bool KeyCtrl; // Keyboard modifier down: Control
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bool KeyCtrl; // Keyboard modifier down: Control
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bool KeyShift; // Keyboard modifier down: Shift
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bool KeyShift; // Keyboard modifier down: Shift
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bool KeyAlt; // Keyboard modifier down: Alt
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bool KeyAlt; // Keyboard modifier down: Alt
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@ -1264,7 +1264,7 @@ enum ImGuiInputEventType
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enum ImGuiInputSource
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enum ImGuiInputSource
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{
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{
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ImGuiInputSource_None = 0,
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ImGuiInputSource_None = 0,
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ImGuiInputSource_Mouse,
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ImGuiInputSource_Mouse, // Note: may be Mouse or TouchScreen or Pen. See io.MouseSource to distinguish them.
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ImGuiInputSource_Keyboard,
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ImGuiInputSource_Keyboard,
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ImGuiInputSource_Gamepad,
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ImGuiInputSource_Gamepad,
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ImGuiInputSource_Clipboard, // Currently only used by InputText()
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ImGuiInputSource_Clipboard, // Currently only used by InputText()
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@ -1273,9 +1273,9 @@ enum ImGuiInputSource
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// FIXME: Structures in the union below need to be declared as anonymous unions appears to be an extension?
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// FIXME: Structures in the union below need to be declared as anonymous unions appears to be an extension?
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// Using ImVec2() would fail on Clang 'union member 'MousePos' has a non-trivial default constructor'
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// Using ImVec2() would fail on Clang 'union member 'MousePos' has a non-trivial default constructor'
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struct ImGuiInputEventMousePos { float PosX, PosY; };
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struct ImGuiInputEventMousePos { float PosX, PosY; ImGuiMouseSource MouseSource; };
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struct ImGuiInputEventMouseWheel { float WheelX, WheelY; };
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struct ImGuiInputEventMouseWheel { float WheelX, WheelY; ImGuiMouseSource MouseSource; };
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struct ImGuiInputEventMouseButton { int Button; bool Down; };
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struct ImGuiInputEventMouseButton { int Button; bool Down; ImGuiMouseSource MouseSource; };
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struct ImGuiInputEventKey { ImGuiKey Key; bool Down; float AnalogValue; };
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struct ImGuiInputEventKey { ImGuiKey Key; bool Down; float AnalogValue; };
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struct ImGuiInputEventText { unsigned int Char; };
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struct ImGuiInputEventText { unsigned int Char; };
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struct ImGuiInputEventAppFocused { bool Focused; };
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struct ImGuiInputEventAppFocused { bool Focused; };
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@ -1741,6 +1741,7 @@ struct ImGuiContext
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ImGuiIO IO;
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ImGuiIO IO;
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ImVector<ImGuiInputEvent> InputEventsQueue; // Input events which will be tricked/written into IO structure.
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ImVector<ImGuiInputEvent> InputEventsQueue; // Input events which will be tricked/written into IO structure.
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ImVector<ImGuiInputEvent> InputEventsTrail; // Past input events processed in NewFrame(). This is to allow domain-specific application to access e.g mouse/pen trail.
|
ImVector<ImGuiInputEvent> InputEventsTrail; // Past input events processed in NewFrame(). This is to allow domain-specific application to access e.g mouse/pen trail.
|
||||||
|
ImGuiMouseSource InputEventsNextMouseSource;
|
||||||
ImGuiStyle Style;
|
ImGuiStyle Style;
|
||||||
ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back()
|
ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back()
|
||||||
float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window.
|
float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window.
|
||||||
@ -2027,6 +2028,7 @@ struct ImGuiContext
|
|||||||
{
|
{
|
||||||
IO.Ctx = this;
|
IO.Ctx = this;
|
||||||
InputTextState.Ctx = this;
|
InputTextState.Ctx = this;
|
||||||
|
InputEventsNextMouseSource = ImGuiMouseSource_Mouse;
|
||||||
|
|
||||||
Initialized = false;
|
Initialized = false;
|
||||||
FontAtlasOwnedByContext = shared_font_atlas ? false : true;
|
FontAtlasOwnedByContext = shared_font_atlas ? false : true;
|
||||||
|
Loading…
Reference in New Issue
Block a user