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imgui.h
12
imgui.h
@ -393,11 +393,11 @@ namespace ImGui
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IMGUI_API void PopClipRect();
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IMGUI_API void PopClipRect();
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// Utilities
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// Utilities
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IMGUI_API bool IsItemHovered(); // was the last item hovered by mouse?
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IMGUI_API bool IsItemHovered(); // is the last item hovered by mouse?
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IMGUI_API bool IsItemHoveredRect(); // was the last item hovered by mouse? even if another item is active or window is blocked by popup while we are hovering this
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IMGUI_API bool IsItemHoveredRect(); // is the last item hovered by mouse? even if another item is active or window is blocked by popup while we are hovering this
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IMGUI_API bool IsItemActive(); // was the last item active? (e.g. button being held, text field being edited- 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- items that don't interact will always return false)
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IMGUI_API bool IsItemClicked(int mouse_button = 0); // was the last item clicked? (e.g. button/node just clicked on)
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IMGUI_API bool IsItemClicked(int mouse_button = 0); // is the last item clicked? (e.g. button/node just clicked on)
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IMGUI_API bool IsItemVisible(); // was the last item visible? (aka not out of sight due to clipping/scrolling.)
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IMGUI_API bool IsItemVisible(); // is the last item visible? (aka not out of sight due to clipping/scrolling.)
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IMGUI_API bool IsAnyItemHovered();
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IMGUI_API bool IsAnyItemHovered();
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IMGUI_API bool IsAnyItemActive();
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IMGUI_API bool IsAnyItemActive();
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IMGUI_API ImVec2 GetItemRectMin(); // get bounding rect of last item in screen space
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IMGUI_API ImVec2 GetItemRectMin(); // get bounding rect of last item in screen space
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@ -812,7 +812,7 @@ struct ImGuiIO
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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 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 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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bool WantTextInput; // 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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float Framerate; // Framerate estimation, in frame per second. 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 MetricsAllocs; // Number of active memory allocations
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int MetricsRenderVertices; // Vertices output during last call to Render()
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int MetricsRenderVertices; // Vertices output during last call to Render()
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@ -347,8 +347,8 @@ struct ImGuiContext
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ImGuiIO IO;
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ImGuiIO IO;
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ImGuiStyle Style;
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ImGuiStyle Style;
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ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back()
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ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back()
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float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize()
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float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window.
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float FontBaseSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Size of characters.
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float FontBaseSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Base text height.
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ImVec2 FontTexUvWhitePixel; // (Shortcut) == Font->TexUvWhitePixel
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ImVec2 FontTexUvWhitePixel; // (Shortcut) == Font->TexUvWhitePixel
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float Time;
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float Time;
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@ -357,8 +357,8 @@ struct ImGuiContext
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int FrameCountRendered;
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int FrameCountRendered;
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ImVector<ImGuiWindow*> Windows;
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ImVector<ImGuiWindow*> Windows;
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ImVector<ImGuiWindow*> WindowsSortBuffer;
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ImVector<ImGuiWindow*> WindowsSortBuffer;
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ImGuiWindow* CurrentWindow; // Being drawn into
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ImVector<ImGuiWindow*> CurrentWindowStack;
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ImVector<ImGuiWindow*> CurrentWindowStack;
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ImGuiWindow* CurrentWindow; // Being drawn into
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ImGuiWindow* FocusedWindow; // Will catch keyboard inputs
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ImGuiWindow* FocusedWindow; // Will catch keyboard inputs
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ImGuiWindow* HoveredWindow; // Will catch mouse inputs
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ImGuiWindow* HoveredWindow; // Will catch mouse inputs
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ImGuiWindow* HoveredRootWindow; // Will catch mouse inputs (for focus/move only)
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ImGuiWindow* HoveredRootWindow; // Will catch mouse inputs (for focus/move only)
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@ -369,7 +369,7 @@ struct ImGuiContext
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ImGuiID ActiveIdPreviousFrame;
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ImGuiID ActiveIdPreviousFrame;
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bool ActiveIdIsAlive; // Active widget has been seen this frame
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bool ActiveIdIsAlive; // Active widget has been seen this frame
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bool ActiveIdIsJustActivated; // Set at the time of activation for one frame
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bool ActiveIdIsJustActivated; // Set at the time of activation for one frame
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bool ActiveIdAllowOverlap; // Set only by active widget
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bool ActiveIdAllowOverlap; // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always)
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ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
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ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
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ImGuiWindow* ActiveIdWindow;
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ImGuiWindow* ActiveIdWindow;
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ImGuiWindow* MovedWindow; // Track the child window we clicked on to move a window.
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ImGuiWindow* MovedWindow; // Track the child window we clicked on to move a window.
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