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Inputs: Added ImGuiMouseButton enum for convenience (e.g. ImGuiMouseButton_Right=1).
We forever guarantee that the existing value will not changes so existing code is free to use 0/1/2.
This commit is contained in:
parent
6cbed03d4a
commit
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@ -38,6 +38,8 @@ Breaking Changes:
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with other mouse functions (none of the other functions have it).
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with other mouse functions (none of the other functions have it).
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Other Changes:
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Other Changes:
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- Inputs: Added ImGuiMouseButton enum for convenience (e.g. ImGuiMouseButton_Right=1).
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We forever guarantee that the existing value will not changes so existing code is free to use 0/1/2.
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- Misc: Added ImGuiMouseCursor_NotAllowed enum so it can be used by more shared widgets. [@rokups]
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- Misc: Added ImGuiMouseCursor_NotAllowed enum so it can be used by more shared widgets. [@rokups]
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- Backends: GLFW, SDL, Win32, OSX, Allegro: Added support for ImGuiMouseCursor_NotAllowed. [@rokups]
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- Backends: GLFW, SDL, Win32, OSX, Allegro: Added support for ImGuiMouseCursor_NotAllowed. [@rokups]
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- Backends: GLFW: Added support for the missing mouse cursors newly added in GLFW 3.4+. [@rokups]
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- Backends: GLFW: Added support for the missing mouse cursors newly added in GLFW 3.4+. [@rokups]
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30
imgui.cpp
30
imgui.cpp
@ -1001,6 +1001,7 @@ ImGuiIO::ImGuiIO()
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{
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{
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// Most fields are initialized with zero
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// Most fields are initialized with zero
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memset(this, 0, sizeof(*this));
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memset(this, 0, sizeof(*this));
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IM_STATIC_ASSERT(IM_ARRAYSIZE(MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(MouseClicked) == ImGuiMouseButton_COUNT);
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// Settings
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// Settings
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ConfigFlags = ImGuiConfigFlags_None;
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ConfigFlags = ImGuiConfigFlags_None;
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@ -4278,14 +4279,14 @@ bool ImGui::IsKeyReleased(int user_key_index)
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return g.IO.KeysDownDurationPrev[user_key_index] >= 0.0f && !g.IO.KeysDown[user_key_index];
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return g.IO.KeysDownDurationPrev[user_key_index] >= 0.0f && !g.IO.KeysDown[user_key_index];
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}
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}
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bool ImGui::IsMouseDown(int button)
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bool ImGui::IsMouseDown(ImGuiMouseButton button)
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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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IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
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IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
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return g.IO.MouseDown[button];
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return g.IO.MouseDown[button];
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}
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}
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bool ImGui::IsMouseClicked(int button, bool repeat)
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bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat)
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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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IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
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IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
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@ -4300,18 +4301,17 @@ bool ImGui::IsMouseClicked(int button, bool repeat)
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if (amount > 0)
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if (amount > 0)
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return true;
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return true;
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}
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}
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return false;
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return false;
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}
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}
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bool ImGui::IsMouseReleased(int button)
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bool ImGui::IsMouseReleased(ImGuiMouseButton button)
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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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IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
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IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
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return g.IO.MouseReleased[button];
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return g.IO.MouseReleased[button];
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}
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}
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bool ImGui::IsMouseDoubleClicked(int button)
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bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button)
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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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IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
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IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
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@ -4319,7 +4319,7 @@ bool ImGui::IsMouseDoubleClicked(int button)
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}
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}
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// [Internal] This doesn't test if the button is pressed
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// [Internal] This doesn't test if the button is pressed
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bool ImGui::IsMouseDragPastThreshold(int button, float lock_threshold)
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bool ImGui::IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold)
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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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IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
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IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
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@ -4328,7 +4328,7 @@ bool ImGui::IsMouseDragPastThreshold(int button, float lock_threshold)
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return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold;
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return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold;
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}
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}
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bool ImGui::IsMouseDragging(int button, float lock_threshold)
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bool ImGui::IsMouseDragging(ImGuiMouseButton button, float lock_threshold)
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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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IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
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IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
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@ -4375,7 +4375,7 @@ bool ImGui::IsAnyMouseDown()
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// Return the delta from the initial clicking position while the mouse button is clicked or was just released.
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// Return the delta from the initial clicking position while the mouse button is clicked or was just released.
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// This is locked and return 0.0f until the mouse moves past a distance threshold at least once.
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// This is locked and return 0.0f until the mouse moves past a distance threshold at least once.
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// NB: This is only valid if IsMousePosValid(). Back-ends in theory should always keep mouse position valid when dragging even outside the client window.
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// NB: This is only valid if IsMousePosValid(). Back-ends in theory should always keep mouse position valid when dragging even outside the client window.
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ImVec2 ImGui::GetMouseDragDelta(int button, float lock_threshold)
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ImVec2 ImGui::GetMouseDragDelta(ImGuiMouseButton button, float lock_threshold)
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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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IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
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IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
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@ -4388,7 +4388,7 @@ ImVec2 ImGui::GetMouseDragDelta(int button, float lock_threshold)
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return ImVec2(0.0f, 0.0f);
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return ImVec2(0.0f, 0.0f);
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}
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}
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void ImGui::ResetMouseDragDelta(int button)
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void ImGui::ResetMouseDragDelta(ImGuiMouseButton button)
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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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IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
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IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
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@ -4464,7 +4464,7 @@ bool ImGui::IsItemFocused()
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return true;
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return true;
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}
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}
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bool ImGui::IsItemClicked(int mouse_button)
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bool ImGui::IsItemClicked(ImGuiMouseButton mouse_button)
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{
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{
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return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None);
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return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None);
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}
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}
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@ -7563,7 +7563,7 @@ void ImGui::EndPopup()
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g.WithinEndChild = false;
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g.WithinEndChild = false;
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}
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}
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bool ImGui::OpenPopupOnItemClick(const char* str_id, int mouse_button)
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bool ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiMouseButton mouse_button)
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{
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{
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ImGuiWindow* window = GImGui->CurrentWindow;
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ImGuiWindow* window = GImGui->CurrentWindow;
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if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
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if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
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@ -7579,7 +7579,7 @@ bool ImGui::OpenPopupOnItemClick(const char* str_id, int mouse_button)
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// This is a helper to handle the simplest case of associating one named popup to one given widget.
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// This is a helper to handle the simplest case of associating one named popup to one given widget.
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// You may want to handle this on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters).
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// You may want to handle this on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters).
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// You can pass a NULL str_id to use the identifier of the last item.
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// You can pass a NULL str_id to use the identifier of the last item.
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bool ImGui::BeginPopupContextItem(const char* str_id, int mouse_button)
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bool ImGui::BeginPopupContextItem(const char* str_id, ImGuiMouseButton mouse_button)
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{
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{
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ImGuiWindow* window = GImGui->CurrentWindow;
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ImGuiWindow* window = GImGui->CurrentWindow;
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if (window->SkipItems)
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if (window->SkipItems)
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@ -7591,7 +7591,7 @@ bool ImGui::BeginPopupContextItem(const char* str_id, int mouse_button)
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return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoSavedSettings);
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return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoSavedSettings);
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}
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}
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bool ImGui::BeginPopupContextWindow(const char* str_id, int mouse_button, bool also_over_items)
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bool ImGui::BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mouse_button, bool also_over_items)
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{
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{
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if (!str_id)
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if (!str_id)
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str_id = "window_context";
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str_id = "window_context";
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@ -7602,7 +7602,7 @@ bool ImGui::BeginPopupContextWindow(const char* str_id, int mouse_button, bool a
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return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoSavedSettings);
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return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoSavedSettings);
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}
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}
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bool ImGui::BeginPopupContextVoid(const char* str_id, int mouse_button)
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bool ImGui::BeginPopupContextVoid(const char* str_id, ImGuiMouseButton mouse_button)
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{
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{
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if (!str_id)
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if (!str_id)
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str_id = "void_context";
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str_id = "void_context";
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@ -8796,7 +8796,7 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags)
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bool source_drag_active = false;
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bool source_drag_active = false;
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ImGuiID source_id = 0;
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ImGuiID source_id = 0;
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ImGuiID source_parent_id = 0;
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ImGuiID source_parent_id = 0;
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int mouse_button = 0;
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ImGuiMouseButton mouse_button = ImGuiMouseButton_Left;
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if (!(flags & ImGuiDragDropFlags_SourceExtern))
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if (!(flags & ImGuiDragDropFlags_SourceExtern))
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{
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{
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source_id = window->DC.LastItemId;
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source_id = window->DC.LastItemId;
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44
imgui.h
44
imgui.h
@ -138,6 +138,7 @@ typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A
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typedef int ImGuiDir; // -> enum ImGuiDir_ // Enum: A cardinal direction
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typedef int ImGuiDir; // -> enum ImGuiDir_ // Enum: A cardinal direction
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typedef int ImGuiKey; // -> enum ImGuiKey_ // Enum: A key identifier (ImGui-side enum)
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typedef int ImGuiKey; // -> enum ImGuiKey_ // Enum: A key identifier (ImGui-side enum)
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typedef int ImGuiNavInput; // -> enum ImGuiNavInput_ // Enum: An input identifier for navigation
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typedef int ImGuiNavInput; // -> enum ImGuiNavInput_ // Enum: An input identifier for navigation
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typedef int ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle)
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typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor identifier
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typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor identifier
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typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling
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typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling
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typedef int ImDrawCornerFlags; // -> enum ImDrawCornerFlags_ // Flags: for ImDrawList::AddRect(), AddRectFilled() etc.
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typedef int ImDrawCornerFlags; // -> enum ImDrawCornerFlags_ // Flags: for ImDrawList::AddRect(), AddRectFilled() etc.
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@ -565,16 +566,17 @@ namespace ImGui
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// - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
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// - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
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// - Their visibility state (~bool) is held internally by imgui instead of being held by the programmer as we are used to with regular Begin() calls.
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// - Their visibility state (~bool) is held internally by imgui instead of being held by the programmer as we are used to with regular Begin() calls.
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// User can manipulate the visibility state by calling OpenPopup().
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// User can manipulate the visibility state by calling OpenPopup().
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// - We default to use the right mouse (ImGuiMouseButton_Right=1) for the Popup Context functions.
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// (*) You can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even when normally blocked by a popup.
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// (*) You can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even when normally blocked by a popup.
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// Those three properties are connected. The library needs to hold their visibility state because it can close popups at any time.
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// Those three properties are connected. The library needs to hold their visibility state because it can close popups at any time.
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IMGUI_API void OpenPopup(const char* str_id); // call to mark popup as open (don't call every frame!). popups are closed when user click outside, or if CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. By default, Selectable()/MenuItem() are calling CloseCurrentPopup(). Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
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IMGUI_API void OpenPopup(const char* str_id); // call to mark popup as open (don't call every frame!). popups are closed when user click outside, or if CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. By default, Selectable()/MenuItem() are calling CloseCurrentPopup(). Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
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IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it. only call EndPopup() if BeginPopup() returns true!
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IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it. only call EndPopup() if BeginPopup() returns true!
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IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked on last item. if you can pass a NULL str_id only if the previous item had an id. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp!
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IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mouse_button = 1); // helper to open and begin popup when clicked on last item. if you can pass a NULL str_id only if the previous item had an id. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp!
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IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, int mouse_button = 1, bool also_over_items = true); // helper to open and begin popup when clicked on current window.
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IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiMouseButton mouse_button = 1, bool also_over_items = true); // helper to open and begin popup when clicked on current window.
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IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked in void (where there are no imgui windows).
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IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, ImGuiMouseButton mouse_button = 1); // helper to open and begin popup when clicked in void (where there are no imgui windows).
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IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // modal dialog (regular window with title bar, block interactions behind the modal window, can't close the modal window by clicking outside)
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IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // modal dialog (regular window with title bar, block interactions behind the modal window, can't close the modal window by clicking outside)
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IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true!
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IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true!
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IMGUI_API bool OpenPopupOnItemClick(const char* str_id = NULL, int mouse_button = 1); // helper to open popup when clicked on last item (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors). return true when just opened.
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IMGUI_API bool OpenPopupOnItemClick(const char* str_id = NULL, ImGuiMouseButton mouse_button = 1); // helper to open popup when clicked on last item (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors). return true when just opened.
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IMGUI_API bool IsPopupOpen(const char* str_id); // return true if the popup is open at the current begin-ed level of the popup stack.
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IMGUI_API bool IsPopupOpen(const char* str_id); // return true if the popup is open at the current begin-ed level of the popup stack.
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IMGUI_API void CloseCurrentPopup(); // close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup.
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IMGUI_API void CloseCurrentPopup(); // close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup.
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@ -632,7 +634,7 @@ namespace ImGui
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IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options.
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IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options.
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IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false)
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IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false)
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IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation?
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IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation?
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IMGUI_API bool IsItemClicked(int mouse_button = 0); // is the last item clicked? (e.g. button/node just clicked on) == IsMouseClicked(mouse_button) && IsItemHovered()
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IMGUI_API bool IsItemClicked(ImGuiMouseButton mouse_button = 0); // is the last item clicked? (e.g. button/node just clicked on) == IsMouseClicked(mouse_button) && IsItemHovered()
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IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling)
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IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling)
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IMGUI_API bool IsItemEdited(); // did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets.
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IMGUI_API bool IsItemEdited(); // did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets.
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IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive).
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IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive).
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@ -680,19 +682,21 @@ namespace ImGui
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IMGUI_API void CaptureKeyboardFromApp(bool want_capture_keyboard_value = true); // attention: misleading name! manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application to handle). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard_value"; after the next NewFrame() call.
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IMGUI_API void CaptureKeyboardFromApp(bool want_capture_keyboard_value = true); // attention: misleading name! manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application to handle). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard_value"; after the next NewFrame() call.
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// Inputs Utilities: Mouse
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// Inputs Utilities: Mouse
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// - Mouse buttons are referred to as simple integer, and it is guaranteed that 0=Left, 1=Right, 2=Middle.
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// - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right.
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IMGUI_API bool IsMouseDown(int button); // is mouse button held?
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// - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle.
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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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// - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold')
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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 IsMouseDown(ImGuiMouseButton button); // is mouse button held?
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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 IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down)
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IMGUI_API bool IsMouseDragging(int button, float lock_threshold = -1.0f); // is mouse dragging? if lock_threshold < -1.0f uses io.MouseDraggingThreshold
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IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down)
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||||||
IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);// is mouse hovering given bounding rect (in screen space)? clipped by current clipping settings if 'clip=true', but disregarding of other consideration of focus/window ordering/popup-block.
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IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button); // did mouse button double-clicked? a double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime.
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||||||
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IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block.
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||||||
IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available
|
IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available
|
||||||
IMGUI_API bool IsAnyMouseDown(); // is any mouse button held?
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IMGUI_API bool IsAnyMouseDown(); // is any mouse button held?
|
||||||
IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
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IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
|
||||||
IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve backup of mouse position at the time of opening popup we have BeginPopup() into
|
IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve mouse position at the time of opening popup we have BeginPopup() into (helper to avoid user backing that value themselves)
|
||||||
IMGUI_API ImVec2 GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once. If lock_threshold < -1.0f uses io.MouseDraggingThreshold.
|
IMGUI_API bool IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f); // is mouse dragging? (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold)
|
||||||
IMGUI_API void ResetMouseDragDelta(int button = 0); //
|
IMGUI_API ImVec2 GetMouseDragDelta(ImGuiMouseButton button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold)
|
||||||
|
IMGUI_API void ResetMouseDragDelta(ImGuiMouseButton button = 0); //
|
||||||
IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
|
IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
|
||||||
IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired cursor type
|
IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired cursor type
|
||||||
IMGUI_API void CaptureMouseFromApp(bool want_capture_mouse_value = true); // attention: misleading name! manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application to handle). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse_value;" after the next NewFrame() call.
|
IMGUI_API void CaptureMouseFromApp(bool want_capture_mouse_value = true); // attention: misleading name! manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application to handle). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse_value;" after the next NewFrame() call.
|
||||||
@ -1180,6 +1184,16 @@ enum ImGuiColorEditFlags_
|
|||||||
#endif
|
#endif
|
||||||
};
|
};
|
||||||
|
|
||||||
|
// Identify a mouse button.
|
||||||
|
// Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience.
|
||||||
|
enum ImGuiMouseButton_
|
||||||
|
{
|
||||||
|
ImGuiMouseButton_Left = 0,
|
||||||
|
ImGuiMouseButton_Right = 1,
|
||||||
|
ImGuiMouseButton_Middle = 2,
|
||||||
|
ImGuiMouseButton_COUNT = 5
|
||||||
|
};
|
||||||
|
|
||||||
// Enumeration for GetMouseCursor()
|
// Enumeration for GetMouseCursor()
|
||||||
// User code may request binding to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here
|
// User code may request binding to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here
|
||||||
enum ImGuiMouseCursor_
|
enum ImGuiMouseCursor_
|
||||||
|
@ -1690,7 +1690,7 @@ namespace ImGui
|
|||||||
inline bool IsActiveIdUsingNavDir(ImGuiDir dir) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavDirMask & (1 << dir)) != 0; }
|
inline bool IsActiveIdUsingNavDir(ImGuiDir dir) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavDirMask & (1 << dir)) != 0; }
|
||||||
inline bool IsActiveIdUsingNavInput(ImGuiNavInput input) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavInputMask & (1 << input)) != 0; }
|
inline bool IsActiveIdUsingNavInput(ImGuiNavInput input) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavInputMask & (1 << input)) != 0; }
|
||||||
inline bool IsActiveIdUsingKey(ImGuiKey key) { ImGuiContext& g = *GImGui; IM_ASSERT(key < 64); return (g.ActiveIdUsingKeyInputMask & ((ImU64)1 << key)) != 0; }
|
inline bool IsActiveIdUsingKey(ImGuiKey key) { ImGuiContext& g = *GImGui; IM_ASSERT(key < 64); return (g.ActiveIdUsingKeyInputMask & ((ImU64)1 << key)) != 0; }
|
||||||
IMGUI_API bool IsMouseDragPastThreshold(int button, float lock_threshold = -1.0f);
|
IMGUI_API bool IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold = -1.0f);
|
||||||
inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { ImGuiContext& g = *GImGui; const int key_index = g.IO.KeyMap[key]; return (key_index >= 0) ? IsKeyPressed(key_index, repeat) : false; }
|
inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { ImGuiContext& g = *GImGui; const int key_index = g.IO.KeyMap[key]; return (key_index >= 0) ? IsKeyPressed(key_index, repeat) : false; }
|
||||||
inline bool IsNavInputDown(ImGuiNavInput n) { ImGuiContext& g = *GImGui; return g.IO.NavInputs[n] > 0.0f; }
|
inline bool IsNavInputDown(ImGuiNavInput n) { ImGuiContext& g = *GImGui; return g.IO.NavInputs[n] > 0.0f; }
|
||||||
inline bool IsNavInputTest(ImGuiNavInput n, ImGuiInputReadMode rm) { return (GetNavInputAmount(n, rm) > 0.0f); }
|
inline bool IsNavInputTest(ImGuiNavInput n, ImGuiInputReadMode rm) { return (GetNavInputAmount(n, rm) > 0.0f); }
|
||||||
|
Loading…
Reference in New Issue
Block a user