mirror of https://github.com/bkaradzic/bgfx
Updated ImGui.
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@ -790,29 +790,29 @@ struct ImGuiIO
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ImWchar InputCharacters[16+1]; // List of characters input (translated by user from keypress+keyboard state). Fill using AddInputCharacter() helper.
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// Functions
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IMGUI_API void AddInputCharacter(ImWchar c); // Helper to add a new character into InputCharacters[]
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IMGUI_API void AddInputCharactersUTF8(const char* utf8_chars); // Helper to add new characters into InputCharacters[] from an UTF-8 string
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inline void ClearInputCharacters() { InputCharacters[0] = 0; } // Helper to clear the text input buffer
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IMGUI_API void AddInputCharacter(ImWchar c); // Add new character into InputCharacters[]
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IMGUI_API void AddInputCharactersUTF8(const char* utf8_chars); // Add new characters into InputCharacters[] from an UTF-8 string
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inline void ClearInputCharacters() { InputCharacters[0] = 0; } // Clear the text input buffer manually
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//------------------------------------------------------------------
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// Output - Retrieve after calling NewFrame(), you can use them to discard inputs or hide them from the rest of your application
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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)
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bool WantCaptureKeyboard; // Widget is active (= ImGui will use your keyboard input)
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bool WantTextInput; // Some text input widget is active, which will read input characters from the InputCharacters array.
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float Framerate; // Framerate estimation, in frame per second. Rolling average estimation based on IO.DeltaTime over 120 frames
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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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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 windows (exclude child windows)
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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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//------------------------------------------------------------------
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// [Private] ImGui will maintain those fields. Forward compatibility not guaranteed!
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//------------------------------------------------------------------
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ImVec2 MousePosPrev; // Previous mouse position
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ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are negative to allow mouse enabling/disabling.
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ImVec2 MousePosPrev; // Previous mouse position temporary storage (nb: not for public use, set to MousePos in NewFrame())
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bool MouseClicked[5]; // Mouse button went from !Down to Down
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ImVec2 MouseClickedPos[5]; // Position at time of clicking
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float MouseClickedTime[5]; // Time of last click (used to figure out double-click)
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