Examples: Added a bunch of comments/referencs related to io.WantCaptureMouse, io.WantCaptureKeyboard (#1262, #1237, #1219, #635, #1058, #1051, #912, #533, #703, #446, #459, #364, #213, #52, and more)

This commit is contained in:
omar
2017-11-01 14:24:09 +01:00
parent 59323b54da
commit fba704bf5d
21 changed files with 137 additions and 67 deletions

View File

@ -204,6 +204,10 @@ void ImGui_ImplA5_Shutdown()
ImGui::Shutdown();
}
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
bool ImGui_ImplA5_ProcessEvent(ALLEGRO_EVENT *ev)
{
ImGuiIO &io = ImGui::GetIO();
@ -227,7 +231,6 @@ bool ImGui_ImplA5_ProcessEvent(ALLEGRO_EVENT *ev)
return false;
}
void ImGui_ImplA5_NewFrame()
{
if (!g_Texture)
@ -290,6 +293,6 @@ void ImGui_ImplA5_NewFrame()
al_set_system_mouse_cursor(g_Display, cursor_id);
}
// Start the frame
// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
ImGui::NewFrame();
}

View File

@ -49,11 +49,16 @@ int main(int, char**)
bool running = true;
while (running)
{
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
ALLEGRO_EVENT ev;
while (al_get_next_event(queue, &ev))
{
ImGui_ImplA5_ProcessEvent(&ev);
if (ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE) running = false;
if (ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE)
running = false;
if (ev.type == ALLEGRO_EVENT_DISPLAY_RESIZE)
{
ImGui_ImplA5_InvalidateDeviceObjects();
@ -63,8 +68,8 @@ int main(int, char**)
}
ImGui_ImplA5_NewFrame();
// 1. Show a simple window
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
// 1. Show a simple window.
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
{
static float f;
ImGui::Text("Hello, world!");
@ -75,7 +80,7 @@ int main(int, char**)
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f/ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
// 2. Show another simple window, this time using an explicit Begin/End pair
// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name the window.
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window);
@ -83,7 +88,7 @@ int main(int, char**)
ImGui::End();
}
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
if (show_test_window)
{
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);

View File

@ -234,7 +234,12 @@ static bool IsAnyMouseButtonDown()
return false;
}
// We use the Win32 capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinations when dragging mouse outside of our window bounds.
// Process Win32 mouse/keyboard inputs.
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinations when dragging mouse outside of our window bounds.
IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
ImGuiIO& io = ImGui::GetIO();
@ -604,6 +609,6 @@ void ImGui_ImplDX10_NewFrame()
if (io.MouseDrawCursor)
SetCursor(NULL);
// Start the frame
// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
ImGui::NewFrame();
}

View File

@ -150,6 +150,10 @@ int main(int, char**)
ZeroMemory(&msg, sizeof(msg));
while (msg.message != WM_QUIT)
{
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
{
TranslateMessage(&msg);
@ -158,8 +162,8 @@ int main(int, char**)
}
ImGui_ImplDX10_NewFrame();
// 1. Show a simple window
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
// 1. Show a simple window.
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
{
static float f = 0.0f;
ImGui::Text("Hello, world!");
@ -170,7 +174,7 @@ int main(int, char**)
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
// 2. Show another simple window, this time using an explicit Begin/End pair
// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name the window.
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window);
@ -178,7 +182,7 @@ int main(int, char**)
ImGui::End();
}
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
if (show_test_window)
{
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!

View File

@ -241,7 +241,12 @@ static bool IsAnyMouseButtonDown()
return false;
}
// We use the Win32 capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinations when dragging mouse outside of our window bounds.
// Process Win32 mouse/keyboard inputs.
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinations when dragging mouse outside of our window bounds.
IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
ImGuiIO& io = ImGui::GetIO();
@ -607,6 +612,6 @@ void ImGui_ImplDX11_NewFrame()
if (io.MouseDrawCursor)
SetCursor(NULL);
// Start the frame
// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
ImGui::NewFrame();
}

View File

@ -153,6 +153,10 @@ int main(int, char**)
ZeroMemory(&msg, sizeof(msg));
while (msg.message != WM_QUIT)
{
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
{
TranslateMessage(&msg);
@ -161,8 +165,8 @@ int main(int, char**)
}
ImGui_ImplDX11_NewFrame();
// 1. Show a simple window
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
// 1. Show a simple window.
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
{
static float f = 0.0f;
ImGui::Text("Hello, world!");
@ -173,7 +177,7 @@ int main(int, char**)
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
// 2. Show another simple window, this time using an explicit Begin/End pair
// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name the window.
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window);
@ -181,7 +185,7 @@ int main(int, char**)
ImGui::End();
}
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
if (show_test_window)
{
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!

View File

@ -180,7 +180,12 @@ static bool IsAnyMouseButtonDown()
return false;
}
// We use the Win32 capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinations when dragging mouse outside of our window bounds.
// Process Win32 mouse/keyboard inputs.
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinations when dragging mouse outside of our window bounds.
IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
ImGuiIO& io = ImGui::GetIO();
@ -381,6 +386,6 @@ void ImGui_ImplDX9_NewFrame()
if (io.MouseDrawCursor)
SetCursor(NULL);
// Start the frame
// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
ImGui::NewFrame();
}

View File

@ -104,6 +104,10 @@ int main(int, char**)
UpdateWindow(hwnd);
while (msg.message != WM_QUIT)
{
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
{
TranslateMessage(&msg);
@ -112,8 +116,8 @@ int main(int, char**)
}
ImGui_ImplDX9_NewFrame();
// 1. Show a simple window
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
// 1. Show a simple window.
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
{
static float f = 0.0f;
ImGui::Text("Hello, world!");
@ -124,7 +128,7 @@ int main(int, char**)
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
// 2. Show another simple window, this time using an explicit Begin/End pair
// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name the window.
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window);
@ -132,7 +136,7 @@ int main(int, char**)
ImGui::End();
}
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
if (show_test_window)
{
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);

View File

@ -27,7 +27,7 @@ static char* g_ClipboardText = NULL;
static bool g_osdKeyboardEnabled = false;
// use this setting to scale the interface - e.g. on device you could use 2 or 3 scale factor
static ImVec2 g_scale = ImVec2(1.0f,1.0f);
static ImVec2 g_RenderScale = ImVec2(1.0f,1.0f);
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
void ImGui_Marmalade_RenderDrawLists(ImDrawData* draw_data)
@ -48,9 +48,9 @@ void ImGui_Marmalade_RenderDrawLists(ImDrawData* draw_data)
for( int i=0; i < nVert; i++ )
{
// TODO: optimize multiplication on gpu using vertex shader
pVertStream[i].x = cmd_list->VtxBuffer[i].pos.x * g_scale.x;
pVertStream[i].y = cmd_list->VtxBuffer[i].pos.y * g_scale.y;
// TODO: optimize multiplication on gpu using vertex shader/projection matrix.
pVertStream[i].x = cmd_list->VtxBuffer[i].pos.x * g_RenderScale.x;
pVertStream[i].y = cmd_list->VtxBuffer[i].pos.y * g_RenderScale.y;
pUVStream[i].x = cmd_list->VtxBuffer[i].uv.x;
pUVStream[i].y = cmd_list->VtxBuffer[i].uv.y;
pColStream[i] = cmd_list->VtxBuffer[i].col;
@ -287,7 +287,7 @@ void ImGui_Marmalade_NewFrame()
// TODO: Hide OS mouse cursor if ImGui is drawing it
// s3ePointerSetInt(S3E_POINTER_HIDE_CURSOR,(io.MouseDrawCursor ? 0 : 1));
// Start the frame
// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
ImGui::NewFrame();
// Show/hide OSD keyboard

View File

@ -43,12 +43,16 @@ int main(int, char**)
if (s3eDeviceCheckQuitRequest())
break;
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
s3eKeyboardUpdate();
s3ePointerUpdate();
ImGui_Marmalade_NewFrame();
// 1. Show a simple window
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
// 1. Show a simple window.
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
{
static float f = 0.0f;
ImGui::Text("Hello, world!");
@ -59,7 +63,7 @@ int main(int, char**)
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
// 2. Show another simple window, this time using an explicit Begin/End pair
// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name the window.
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window);
@ -67,7 +71,7 @@ int main(int, char**)
ImGui::End();
}
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
if (show_test_window)
{
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);

View File

@ -137,7 +137,7 @@ void ImGui_ImplGlfwGL2_MouseButtonCallback(GLFWwindow*, int button, int action,
void ImGui_ImplGlfwGL2_ScrollCallback(GLFWwindow*, double /*xoffset*/, double yoffset)
{
g_MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
g_MouseWheel += (float)yoffset; // Use fractional mouse wheel.
}
void ImGui_ImplGlfwGL2_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
@ -301,6 +301,6 @@ void ImGui_ImplGlfwGL2_NewFrame()
// Hide OS mouse cursor if ImGui is drawing it
glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL);
// Start the frame
// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
ImGui::NewFrame();
}

View File

@ -51,11 +51,15 @@ int main(int, char**)
// Main loop
while (!glfwWindowShouldClose(window))
{
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
glfwPollEvents();
ImGui_ImplGlfwGL2_NewFrame();
// 1. Show a simple window
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
// 1. Show a simple window.
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
{
static float f = 0.0f;
ImGui::Text("Hello, world!");
@ -66,7 +70,7 @@ int main(int, char**)
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
// 2. Show another simple window, this time using an explicit Begin/End pair
// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name the window.
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window);
@ -74,7 +78,7 @@ int main(int, char**)
ImGui::End();
}
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
if (show_test_window)
{
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
@ -87,7 +91,7 @@ int main(int, char**)
glViewport(0, 0, display_w, display_h);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound, but prefer using the GL3+ code.
ImGui::Render();
glfwSwapBuffers(window);
}

View File

@ -157,7 +157,7 @@ void ImGui_ImplGlfwGL3_MouseButtonCallback(GLFWwindow*, int button, int action,
void ImGui_ImplGlfwGL3_ScrollCallback(GLFWwindow*, double /*xoffset*/, double yoffset)
{
g_MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
g_MouseWheel += (float)yoffset; // Use fractional mouse wheel.
}
void ImGui_ImplGlfwGL3_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
@ -414,6 +414,6 @@ void ImGui_ImplGlfwGL3_NewFrame()
// Hide OS mouse cursor if ImGui is drawing it
glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL);
// Start the frame
// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
ImGui::NewFrame();
}

View File

@ -57,11 +57,15 @@ int main(int, char**)
// Main loop
while (!glfwWindowShouldClose(window))
{
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
glfwPollEvents();
ImGui_ImplGlfwGL3_NewFrame();
// 1. Show a simple window
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
// 1. Show a simple window.
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
{
static float f = 0.0f;
ImGui::Text("Hello, world!");
@ -72,7 +76,7 @@ int main(int, char**)
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
// 2. Show another simple window, this time using an explicit Begin/End pair
// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name the window.
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window);
@ -80,7 +84,7 @@ int main(int, char**)
ImGui::End();
}
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
if (show_test_window)
{
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);

View File

@ -122,6 +122,10 @@ static void ImGui_ImplSdl_SetClipboardText(void*, const char* text)
SDL_SetClipboardText(text);
}
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
bool ImGui_ImplSdlGL2_ProcessEvent(SDL_Event* event)
{
ImGuiIO& io = ImGui::GetIO();
@ -286,6 +290,6 @@ void ImGui_ImplSdlGL2_NewFrame(SDL_Window *window)
// Hide OS mouse cursor if ImGui is drawing it
SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1);
// Start the frame
// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
ImGui::NewFrame();
}

View File

@ -2,6 +2,9 @@
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
// *DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL*
// See imgui_impl_sdl.cpp for details.
#include <imgui.h>
#include "imgui_impl_sdl.h"
#include <stdio.h>
@ -55,6 +58,10 @@ int main(int, char**)
bool done = false;
while (!done)
{
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
SDL_Event event;
while (SDL_PollEvent(&event))
{
@ -65,7 +72,7 @@ int main(int, char**)
ImGui_ImplSdlGL2_NewFrame(window);
// 1. Show a simple window
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
{
static float f = 0.0f;
ImGui::Text("Hello, world!");
@ -76,7 +83,7 @@ int main(int, char**)
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
// 2. Show another simple window, this time using an explicit Begin/End pair
// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name the window.
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window);
@ -84,7 +91,7 @@ int main(int, char**)
ImGui::End();
}
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
if (show_test_window)
{
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);

View File

@ -143,6 +143,10 @@ static void ImGui_ImplSdlGL3_SetClipboardText(void*, const char* text)
SDL_SetClipboardText(text);
}
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event)
{
ImGuiIO& io = ImGui::GetIO();
@ -398,6 +402,6 @@ void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window)
// Hide OS mouse cursor if ImGui is drawing it
SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1);
// Start the frame
// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
ImGui::NewFrame();
}

View File

@ -59,6 +59,10 @@ int main(int, char**)
bool done = false;
while (!done)
{
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
SDL_Event event;
while (SDL_PollEvent(&event))
{
@ -68,8 +72,8 @@ int main(int, char**)
}
ImGui_ImplSdlGL3_NewFrame(window);
// 1. Show a simple window
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
// 1. Show a simple window.
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
{
static float f = 0.0f;
ImGui::Text("Hello, world!");
@ -80,7 +84,7 @@ int main(int, char**)
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
// 2. Show another simple window, this time using an explicit Begin/End pair
// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name the window.
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window);
@ -88,7 +92,7 @@ int main(int, char**)
ImGui::End();
}
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
if (show_test_window)
{
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);

View File

@ -332,7 +332,7 @@ void ImGui_ImplGlfwVulkan_MouseButtonCallback(GLFWwindow*, int button, int actio
void ImGui_ImplGlfwVulkan_ScrollCallback(GLFWwindow*, double /*xoffset*/, double yoffset)
{
g_MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
g_MouseWheel += (float)yoffset; // Use fractional mouse wheel.
}
void ImGui_ImplGlfwVulkan_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
@ -830,7 +830,7 @@ void ImGui_ImplGlfwVulkan_NewFrame()
// Hide OS mouse cursor if ImGui is drawing it
glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL);
// Start the frame
// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
ImGui::NewFrame();
}

View File

@ -686,11 +686,15 @@ int main(int, char**)
// Main loop
while (!glfwWindowShouldClose(window))
{
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
glfwPollEvents();
ImGui_ImplGlfwVulkan_NewFrame();
// 1. Show a simple window
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
// 1. Show a simple window.
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
{
static float f = 0.0f;
ImGui::Text("Hello, world!");
@ -701,7 +705,7 @@ int main(int, char**)
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
// 2. Show another simple window, this time using an explicit Begin/End pair
// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name the window.
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window);
@ -709,7 +713,7 @@ int main(int, char**)
ImGui::End();
}
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
if (show_test_window)
{
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);