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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)
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@ -27,7 +27,7 @@ static char* g_ClipboardText = NULL;
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static bool g_osdKeyboardEnabled = false;
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// use this setting to scale the interface - e.g. on device you could use 2 or 3 scale factor
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static ImVec2 g_scale = ImVec2(1.0f,1.0f);
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static ImVec2 g_RenderScale = ImVec2(1.0f,1.0f);
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
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void ImGui_Marmalade_RenderDrawLists(ImDrawData* draw_data)
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@ -48,9 +48,9 @@ void ImGui_Marmalade_RenderDrawLists(ImDrawData* draw_data)
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for( int i=0; i < nVert; i++ )
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{
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// TODO: optimize multiplication on gpu using vertex shader
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pVertStream[i].x = cmd_list->VtxBuffer[i].pos.x * g_scale.x;
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pVertStream[i].y = cmd_list->VtxBuffer[i].pos.y * g_scale.y;
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// TODO: optimize multiplication on gpu using vertex shader/projection matrix.
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pVertStream[i].x = cmd_list->VtxBuffer[i].pos.x * g_RenderScale.x;
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pVertStream[i].y = cmd_list->VtxBuffer[i].pos.y * g_RenderScale.y;
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pUVStream[i].x = cmd_list->VtxBuffer[i].uv.x;
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pUVStream[i].y = cmd_list->VtxBuffer[i].uv.y;
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pColStream[i] = cmd_list->VtxBuffer[i].col;
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@ -287,7 +287,7 @@ void ImGui_Marmalade_NewFrame()
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// TODO: Hide OS mouse cursor if ImGui is drawing it
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// s3ePointerSetInt(S3E_POINTER_HIDE_CURSOR,(io.MouseDrawCursor ? 0 : 1));
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// Start the frame
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// 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.
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ImGui::NewFrame();
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// Show/hide OSD keyboard
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@ -43,12 +43,16 @@ int main(int, char**)
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if (s3eDeviceCheckQuitRequest())
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break;
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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s3eKeyboardUpdate();
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s3ePointerUpdate();
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ImGui_Marmalade_NewFrame();
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// 1. Show a simple window
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// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
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// 1. Show a simple window.
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// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
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{
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static float f = 0.0f;
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ImGui::Text("Hello, world!");
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@ -59,7 +63,7 @@ int main(int, char**)
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
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}
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// 2. Show another simple window, this time using an explicit Begin/End pair
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// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name the window.
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if (show_another_window)
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{
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ImGui::Begin("Another Window", &show_another_window);
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@ -67,7 +71,7 @@ int main(int, char**)
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ImGui::End();
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}
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// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
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// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
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if (show_test_window)
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{
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ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
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