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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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10
imgui.h
10
imgui.h
@ -854,16 +854,16 @@ struct ImGuiIO
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// Output - Retrieve after calling NewFrame()
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//------------------------------------------------------------------
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bool WantCaptureMouse; // Mouse is hovering a window or widget is active (= ImGui will use your mouse input). Use to hide mouse from the rest of your application
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bool WantCaptureKeyboard; // Widget is active (= ImGui will use your keyboard input). Use to hide keyboard from the rest of your application
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bool WantTextInput; // Some text input widget is active, which will read input characters from the InputCharacters array. Use to activate on screen keyboard if your system needs one
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bool WantMoveMouse; // [BETA-NAV] MousePos has been altered. back-end should reposition mouse on next frame. used only if 'NavMovesMouse=true'.
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bool WantCaptureMouse; // When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. This is set by ImGui when it wants to use your mouse (e.g. unclicked mouse is hovering a window, or a widget is active).
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bool WantCaptureKeyboard; // When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. This is set by ImGui when it wants to use your keyboard inputs.
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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 WantMoveMouse; // [BETA-NAV] MousePos has been altered, back-end should reposition mouse on next frame. Set only when 'NavMovesMouse=true'.
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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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int MetricsAllocs; // Number of active memory allocations
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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 MetricsActiveWindows; // Number of visible root windows (exclude child windows)
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ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are negative, so a disappearing/reappearing mouse won't have a huge delta for one frame.
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ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta.
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//------------------------------------------------------------------
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// [Internal] ImGui will maintain those fields. Forward compatibility not guaranteed!
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