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Update docs, FAQ, comments (mainly related to io.WantCaptureMouse / WantCaptureKeyboard flags).
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@ -96,9 +96,13 @@ e.g. `if (ImGui::GetIO().WantCaptureMouse) { ... }`
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**Note:** You should always pass your mouse/keyboard inputs to Dear ImGui, even when the io.WantCaptureXXX flag are set false.
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**Note:** You should always pass your mouse/keyboard inputs to Dear ImGui, even when the io.WantCaptureXXX flag are set false.
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This is because imgui needs to detect that you clicked in the void to unfocus its own windows.
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This is because imgui needs to detect that you clicked in the void to unfocus its own windows.
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**Note:** The `io.WantCaptureMouse` is more accurate that any manual attempt to "check if the mouse is hovering a window" (don't do that!). It handle mouse dragging correctly (both dragging that started over your application or over an imgui window) and handle e.g. modal windows blocking inputs. Those flags are updated by `ImGui::NewFrame()`. Preferably read the flags after calling NewFrame() if you can afford it, but reading them before is also perfectly fine, as the bool toggle fairly rarely. If you have on a touch device, you might find use for an early call to `UpdateHoveredWindowAndCaptureFlags()`.
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**Note:** The `io.WantCaptureMouse` is more correct that any manual attempt to "check if the mouse is hovering a window" (don't do that!). It handle mouse dragging correctly (both dragging that started over your application or over a Dear ImGui window) and handle e.g. popup and modal windows blocking inputs.
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**Note:** Text input widget releases focus on "Return KeyDown", so the subsequent "Return KeyUp" event that your application receive will typically have `io.WantCaptureKeyboard == false`. Depending on your application logic it may or not be inconvenient. You might want to track which key-downs were targeted for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.)
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**Note:** Those flags are updated by `ImGui::NewFrame()`. However it is generally more correct and easier that you poll flags from the previous frame, then submit your inputs, then call `NewFrame()`. If you attempt to do the opposite (which is generally harder) you are likely going to submit your inputs after `NewFrame()`, and therefore too late.
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**Note:** If you are using a touch device, you may find use for an early call to `UpdateHoveredWindowAndCaptureFlags()` to correctly dispatch your initial touch. We will work on better out-of-the-box touch support in the future.
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**Note:** Text input widget releases focus on the "KeyDown" event of the Return key, so the subsequent "KeyUp" event that your application receive will typically have `io.WantCaptureKeyboard == false`. Depending on your application logic it may or not be inconvenient to receive that KeyUp event. You might want to track which key-downs were targeted for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.)
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##### [Return to Index](#index)
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##### [Return to Index](#index)
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26
imgui.cpp
26
imgui.cpp
@ -40,7 +40,7 @@ DOCUMENTATION
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- READ FIRST
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- READ FIRST
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- HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
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- HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
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- GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
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- GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
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- HOW A SIMPLE APPLICATION MAY LOOK LIKE (2 variations)
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- HOW A SIMPLE APPLICATION MAY LOOK LIKE
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- HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
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- HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
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- USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS
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- USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS
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- API BREAKING CHANGES (read me when you update!)
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- API BREAKING CHANGES (read me when you update!)
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@ -139,7 +139,7 @@ CODE
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- Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features.
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- Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features.
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- The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h to configure your build.
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- The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h to configure your build.
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- Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori).
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- Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori).
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You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links docs/README.md.
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You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links in the FAQ.
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- Dear ImGui is a "single pass" rasterizing implementation of the IMGUI paradigm, aimed at ease of use and high-performances.
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- Dear ImGui is a "single pass" rasterizing implementation of the IMGUI paradigm, aimed at ease of use and high-performances.
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For every application frame your UI code will be called only once. This is in contrast to e.g. Unity's own implementation of an IMGUI,
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For every application frame your UI code will be called only once. This is in contrast to e.g. Unity's own implementation of an IMGUI,
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where the UI code is called multiple times ("multiple passes") from a single entry point. There are pros and cons to both approaches.
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where the UI code is called multiple times ("multiple passes") from a single entry point. There are pros and cons to both approaches.
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@ -153,6 +153,7 @@ CODE
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However, imgui_internal.h can optionally export math operators for ImVec2/ImVec4, which we use in this codebase.
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However, imgui_internal.h can optionally export math operators for ImVec2/ImVec4, which we use in this codebase.
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- C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction (avoid using it in your code!).
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- C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction (avoid using it in your code!).
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HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
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HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
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----------------------------------------------
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----------------------------------------------
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- Overwrite all the sources files except for imconfig.h (if you have made modification to your copy of imconfig.h)
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- Overwrite all the sources files except for imconfig.h (if you have made modification to your copy of imconfig.h)
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@ -163,6 +164,7 @@ CODE
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likely be a comment about it. Please report any issue to the GitHub page!
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likely be a comment about it. Please report any issue to the GitHub page!
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- Try to keep your copy of dear imgui reasonably up to date.
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- Try to keep your copy of dear imgui reasonably up to date.
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GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
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GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
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---------------------------------------------------------------
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---------------------------------------------------------------
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- Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library.
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- Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library.
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@ -177,9 +179,11 @@ CODE
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- Refer to the bindings and demo applications in the examples/ folder for instruction on how to setup your code.
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- Refer to the bindings and demo applications in the examples/ folder for instruction on how to setup your code.
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- If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder.
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- If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder.
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HOW A SIMPLE APPLICATION MAY LOOK LIKE
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HOW A SIMPLE APPLICATION MAY LOOK LIKE
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--------------------------------------
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--------------------------------------
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EXHIBIT 1: USING THE EXAMPLE BINDINGS (imgui_impl_XXX.cpp files from the examples/ folder).
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EXHIBIT 1: USING THE EXAMPLE BINDINGS (= imgui_impl_XXX.cpp files from the examples/ folder).
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The sub-folders in examples/ contains examples applications following this structure.
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// Application init: create a dear imgui context, setup some options, load fonts
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// Application init: create a dear imgui context, setup some options, load fonts
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ImGui::CreateContext();
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ImGui::CreateContext();
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@ -268,8 +272,15 @@ CODE
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// Shutdown
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// Shutdown
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ImGui::DestroyContext();
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ImGui::DestroyContext();
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To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest your application,
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you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
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Please read the FAQ and example applications for details about this!
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HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
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HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
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---------------------------------------------
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---------------------------------------------
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The bindings in impl_impl_XXX.cpp files contains many working implementations of a rendering function.
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void void MyImGuiRenderFunction(ImDrawData* draw_data)
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void void MyImGuiRenderFunction(ImDrawData* draw_data)
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{
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{
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// TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
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// TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
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@ -314,11 +325,6 @@ CODE
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}
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}
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}
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}
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- The examples/ folders contains many actual implementation of the pseudo-codes above.
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- When calling NewFrame(), the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags are updated.
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They tell you if Dear ImGui intends to use your inputs. When a flag is set you want to hide the corresponding inputs from the
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rest of your application. In every cases you need to pass on the inputs to Dear ImGui.
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- Refer to the FAQ for more information. Amusingly, it is called a FAQ because people frequently run into the same issues!
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USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS
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USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS
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------------------------------------------
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------------------------------------------
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@ -3797,7 +3803,7 @@ void ImGui::NewFrame()
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for (int i = 0; i < IM_ARRAYSIZE(g.IO.KeysDown); i++)
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for (int i = 0; i < IM_ARRAYSIZE(g.IO.KeysDown); i++)
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g.IO.KeysDownDuration[i] = g.IO.KeysDown[i] ? (g.IO.KeysDownDuration[i] < 0.0f ? 0.0f : g.IO.KeysDownDuration[i] + g.IO.DeltaTime) : -1.0f;
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g.IO.KeysDownDuration[i] = g.IO.KeysDown[i] ? (g.IO.KeysDownDuration[i] < 0.0f ? 0.0f : g.IO.KeysDownDuration[i] + g.IO.DeltaTime) : -1.0f;
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// Update gamepad/keyboard directional navigation
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// Update gamepad/keyboard navigation
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NavUpdate();
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NavUpdate();
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// Update mouse input state
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// Update mouse input state
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@ -7982,7 +7988,7 @@ static void inline NavClampRectToVisibleAreaForMoveDir(ImGuiDir move_dir, ImRect
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}
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}
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}
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}
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// Scoring function for directional navigation. Based on https://gist.github.com/rygorous/6981057
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// Scoring function for gamepad/keyboard directional navigation. Based on https://gist.github.com/rygorous/6981057
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static bool ImGui::NavScoreItem(ImGuiNavMoveResult* result, ImRect cand)
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static bool ImGui::NavScoreItem(ImGuiNavMoveResult* result, ImRect cand)
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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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26
imgui.h
26
imgui.h
@ -910,12 +910,12 @@ enum ImGuiFocusedFlags_
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ImGuiFocusedFlags_None = 0,
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ImGuiFocusedFlags_None = 0,
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ImGuiFocusedFlags_ChildWindows = 1 << 0, // IsWindowFocused(): Return true if any children of the window is focused
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ImGuiFocusedFlags_ChildWindows = 1 << 0, // IsWindowFocused(): Return true if any children of the window is focused
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ImGuiFocusedFlags_RootWindow = 1 << 1, // IsWindowFocused(): Test from root window (top most parent of the current hierarchy)
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ImGuiFocusedFlags_RootWindow = 1 << 1, // IsWindowFocused(): Test from root window (top most parent of the current hierarchy)
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ImGuiFocusedFlags_AnyWindow = 1 << 2, // IsWindowFocused(): Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use ImGui::GetIO().WantCaptureMouse instead.
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ImGuiFocusedFlags_AnyWindow = 1 << 2, // IsWindowFocused(): Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ!
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ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows
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ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows
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};
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};
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// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()
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// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()
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// Note: if you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that. Please read the FAQ!
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// Note: if you are trying to check whether your mouse should be dispatched to Dear ImGui or to your app, you should use 'io.WantCaptureMouse' instead! Please read the FAQ!
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// Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls.
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// Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls.
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enum ImGuiHoveredFlags_
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enum ImGuiHoveredFlags_
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{
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{
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@ -1019,7 +1019,7 @@ enum ImGuiKeyModFlags_
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ImGuiKeyModFlags_Super = 1 << 3
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ImGuiKeyModFlags_Super = 1 << 3
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};
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};
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// Gamepad/Keyboard directional navigation
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// Gamepad/Keyboard navigation
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// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.
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// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.
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// Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Back-end: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().
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// Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Back-end: 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://goo.gl/9LgVZW.
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// Read instructions in imgui.cpp for more details. Download PNG/PSD at http://goo.gl/9LgVZW.
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@ -1500,17 +1500,19 @@ struct ImGuiIO
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IMGUI_API void ClearInputCharacters(); // Clear the text input buffer manually
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IMGUI_API void ClearInputCharacters(); // Clear the text input buffer manually
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//------------------------------------------------------------------
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//------------------------------------------------------------------
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// Output - Retrieve after calling NewFrame()
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// Output - Updated by NewFrame() or EndFrame()/Render()
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// (when reading from the io.WantCaptureMouse, io.WantCaptureKeyboard flags to dispatch your inputs, it is
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// generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!)
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//------------------------------------------------------------------
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//------------------------------------------------------------------
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bool WantCaptureMouse; // When io.WantCaptureMouse is true, imgui will use the mouse inputs, do not dispatch them to your main game/application (in both cases, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.).
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bool WantCaptureMouse; // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.).
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bool WantCaptureKeyboard; // When io.WantCaptureKeyboard is true, imgui will use the keyboard inputs, do not dispatch them to your main game/application (in both cases, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.).
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bool WantCaptureKeyboard; // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.).
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bool WantTextInput; // Mobile/console: when io.WantTextInput is true, you may display an on-screen keyboard. This is set by ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).
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bool WantTextInput; // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).
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bool WantSetMousePos; // MousePos has been altered, back-end should reposition mouse on next frame. Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.
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bool WantSetMousePos; // MousePos has been altered, back-end should reposition mouse on next frame. Rarely used! Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.
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bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. IMPORTANT: You need to clear io.WantSaveIniSettings yourself.
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bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving!
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bool NavActive; // Directional navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
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bool NavActive; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
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bool NavVisible; // Directional navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
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bool NavVisible; // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
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float Framerate; // Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames
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float Framerate; // Application framerate estimate, in frame per second. Solely for convenience. Rolling average estimation based on io.DeltaTime over 120 frames.
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int MetricsRenderVertices; // Vertices output during last call to Render()
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int MetricsRenderVertices; // Vertices output during last call to Render()
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int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
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int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
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int MetricsRenderWindows; // Number of visible windows
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int MetricsRenderWindows; // Number of visible windows
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@ -86,7 +86,7 @@ struct ImGuiGroupData; // Stacked storage data for BeginGroup()/End
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struct ImGuiInputTextState; // Internal state of the currently focused/edited text input box
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struct ImGuiInputTextState; // Internal state of the currently focused/edited text input box
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struct ImGuiItemHoveredDataBackup; // Backup and restore IsItemHovered() internal data
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struct ImGuiItemHoveredDataBackup; // Backup and restore IsItemHovered() internal data
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struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only
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struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only
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struct ImGuiNavMoveResult; // Result of a directional navigation move query result
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struct ImGuiNavMoveResult; // Result of a gamepad/keyboard directional navigation move query result
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struct ImGuiNextWindowData; // Storage for SetNextWindow** functions
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struct ImGuiNextWindowData; // Storage for SetNextWindow** functions
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struct ImGuiNextItemData; // Storage for SetNextItem** functions
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struct ImGuiNextItemData; // Storage for SetNextItem** functions
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struct ImGuiPopupData; // Storage for current popup stack
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struct ImGuiPopupData; // Storage for current popup stack
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@ -1062,7 +1062,7 @@ struct ImGuiContext
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bool ActiveIdHasBeenPressedBefore; // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch.
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bool ActiveIdHasBeenPressedBefore; // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch.
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bool ActiveIdHasBeenEditedBefore; // Was the value associated to the widget Edited over the course of the Active state.
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bool ActiveIdHasBeenEditedBefore; // Was the value associated to the widget Edited over the course of the Active state.
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bool ActiveIdHasBeenEditedThisFrame;
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bool ActiveIdHasBeenEditedThisFrame;
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ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those directional navigation requests (e.g. can activate a button and move away from it)
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ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it)
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ImU32 ActiveIdUsingNavInputMask; // Active widget will want to read those nav inputs.
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ImU32 ActiveIdUsingNavInputMask; // Active widget will want to read those nav inputs.
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ImU64 ActiveIdUsingKeyInputMask; // Active widget will want to read those key inputs. When we grow the ImGuiKey enum we'll need to either to order the enum to make useful keys come first, either redesign this into e.g. a small array.
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ImU64 ActiveIdUsingKeyInputMask; // Active widget will want to read those key inputs. When we grow the ImGuiKey enum we'll need to either to order the enum to make useful keys come first, either redesign this into e.g. a small array.
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ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
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ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
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