diff --git a/imgui.cpp b/imgui.cpp index 9d3cb1ba..6eb9153c 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -141,8 +141,9 @@ SwapBuffers(); } - - You can read back 'io.WantCaptureMouse', 'io.WantCaptureKeybord' etc. flags from the IO structure to tell how ImGui intends to use your - inputs and to know if you should share them or hide them from the rest of your application. Read the FAQ below for more information. + - When calling NewFrame(), the 'io.WantCaptureMouse'/'io.WantCaptureKeyboard'/'io.WantTextInput' flags are updated. + They tell you if ImGui intends to use your inputs. So for example, if 'io.WantCaptureMouse' is set you would typically want to hide + mouse inputs from the rest of your application. Read the FAQ below for more information about those flags. API BREAKING CHANGES @@ -397,11 +398,13 @@ e.g. when displaying a list of objects, using indices or pointers as ID will preserve the node open/closed state differently. experiment and see what makes more sense! Q: How can I tell when ImGui wants my mouse/keyboard inputs and when I can pass them to my application? - A: You can read the 'io.WantCaptureXXX' flags in the ImGuiIO structure. Preferably read them after calling ImGui::NewFrame() to avoid those flags lagging by one frame, but either should be fine. - 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 on-screen keyboard, if available. - ImGui is tracking dragging and widget activity that may occur outside the boundary of a window, so 'io.WantCaptureMouse' is a more accurate and complete than testing for ImGui::IsMouseHoveringAnyWindow(). - (Advanced note: text input releases focus on Return 'KeyDown', so the following Return 'KeyUp' event that your application receive will typically have 'io.WantcaptureKeyboard=false'. + A: You can read the 'io.WantCaptureMouse'/'io.WantCaptureKeyboard'/'ioWantTextInput' flags from the ImGuiIO structure. + - 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.WantTextInput' is set to may want to notify your OS to popup an on-screen keyboard, if available (e.g. on a mobile phone, or console without a keyboard). + Preferably read the flags after calling ImGui::NewFrame() to avoid them lagging by one frame. But reading those flags before calling NewFrame() is also generally ok, + as the bool toggles fairly rarely and you don't generally expect to interact with either ImGui or your application during the same frame when that transition occurs. + ImGui is tracking dragging and widget activity that may occur outside the boundary of a window, so 'io.WantCaptureMouse' is more accurate and correct than checking if a window is hovered. + (Advanced note: text input releases focus on Return 'KeyDown', so the following 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 for ImGui (e.g. with an array of bool) and filter out the corresponding key-ups.) Q: How can I load a different font than the default? (default is an embedded version of ProggyClean.ttf, rendered at size 13)