Nav: Added ImGuiWindowFlags_NoNav shortcut, comments. (#787)
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533fe8cb55
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5c83b55d04
7
imgui.h
7
imgui.h
@ -551,11 +551,12 @@ enum ImGuiWindowFlags_
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ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
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ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
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ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)
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ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)
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ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // (WIP) Enable resize from any corners and borders. Your back-end needs to honor the different values of io.MouseCursor set by imgui.
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ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // (WIP) Enable resize from any corners and borders. Your back-end needs to honor the different values of io.MouseCursor set by imgui.
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ImGuiWindowFlags_NoNavFocus = 1 << 18, // No focusing of this window with gamepad/keyboard navigation
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ImGuiWindowFlags_NoNavInputs = 1 << 18, // No gamepad/keyboard navigation within the window
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ImGuiWindowFlags_NoNavInputs = 1 << 19, // No gamepad/keyboard navigation within the window
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ImGuiWindowFlags_NoNavFocus = 1 << 19, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB)
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ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
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// [Internal]
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// [Internal]
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ImGuiWindowFlags_NavFlattened = 1 << 20, // (WIP) Allow gamepad/keyboard navigation to cross over parent border to this child (only use on child that have no scrolling!)
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ImGuiWindowFlags_NavFlattened = 1 << 23, // (WIP) Allow gamepad/keyboard navigation to cross over parent border to this child (only use on child that have no scrolling!)
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ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild()
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ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild()
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ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip()
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ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip()
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ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup()
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ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup()
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@ -184,7 +184,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
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if (no_move) window_flags |= ImGuiWindowFlags_NoMove;
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if (no_move) window_flags |= ImGuiWindowFlags_NoMove;
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if (no_resize) window_flags |= ImGuiWindowFlags_NoResize;
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if (no_resize) window_flags |= ImGuiWindowFlags_NoResize;
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if (no_collapse) window_flags |= ImGuiWindowFlags_NoCollapse;
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if (no_collapse) window_flags |= ImGuiWindowFlags_NoCollapse;
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if (no_nav) window_flags |= ImGuiWindowFlags_NoNavInputs;
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if (no_nav) window_flags |= ImGuiWindowFlags_NoNav;
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if (no_close) p_open = NULL; // Don't pass our bool* to Begin
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if (no_close) p_open = NULL; // Don't pass our bool* to Begin
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ImGui::SetNextWindowSize(ImVec2(550,680), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSize(ImVec2(550,680), ImGuiCond_FirstUseEver);
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@ -1802,6 +1802,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
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ImGui::Text("WantCaptureKeyboard: %d", io.WantCaptureKeyboard);
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ImGui::Text("WantCaptureKeyboard: %d", io.WantCaptureKeyboard);
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ImGui::Text("WantTextInput: %d", io.WantTextInput);
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ImGui::Text("WantTextInput: %d", io.WantTextInput);
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ImGui::Text("WantMoveMouse: %d", io.WantMoveMouse);
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ImGui::Text("WantMoveMouse: %d", io.WantMoveMouse);
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ImGui::Text("NavActive: %d, NavVisible: %d", io.NavActive, io.NavVisible);
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ImGui::Checkbox("io.MouseDrawCursor", &io.MouseDrawCursor);
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ImGui::Checkbox("io.MouseDrawCursor", &io.MouseDrawCursor);
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ImGui::SameLine(); ShowHelpMarker("Request ImGui to render a mouse cursor for you in software. Note that a mouse cursor rendered via your application GPU rendering path will feel more laggy than hardware cursor, but will be more in sync with your other visuals.\n\nSome desktop applications may use both kinds of cursors (e.g. enable software cursor only when resizing/dragging something).");
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ImGui::SameLine(); ShowHelpMarker("Request ImGui to render a mouse cursor for you in software. Note that a mouse cursor rendered via your application GPU rendering path will feel more laggy than hardware cursor, but will be more in sync with your other visuals.\n\nSome desktop applications may use both kinds of cursors (e.g. enable software cursor only when resizing/dragging something).");
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@ -1827,7 +1828,6 @@ void ImGui::ShowDemoWindow(bool* p_open)
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ImGui::Text("Keys release:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyReleased(i)) { ImGui::SameLine(); ImGui::Text("%d", i); }
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ImGui::Text("Keys release:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyReleased(i)) { ImGui::SameLine(); ImGui::Text("%d", i); }
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ImGui::Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : "");
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ImGui::Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : "");
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ImGui::Text("NavActive: %d, NavVisible: %d", io.NavActive, io.NavVisible);
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ImGui::Text("NavInputs down:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputs[i] > 0.0f) { ImGui::SameLine(); ImGui::Text("[%d] %.2f", i, io.NavInputs[i]); }
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ImGui::Text("NavInputs down:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputs[i] > 0.0f) { ImGui::SameLine(); ImGui::Text("[%d] %.2f", i, io.NavInputs[i]); }
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ImGui::Text("NavInputs pressed:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputsDownDuration[i] == 0.0f) { ImGui::SameLine(); ImGui::Text("[%d]", i); }
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ImGui::Text("NavInputs pressed:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputsDownDuration[i] == 0.0f) { ImGui::SameLine(); ImGui::Text("[%d]", i); }
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ImGui::Text("NavInputs duration:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputsDownDuration[i] >= 0.0f) { ImGui::SameLine(); ImGui::Text("[%d] %.2f", i, io.NavInputsDownDuration[i]); }
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ImGui::Text("NavInputs duration:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputsDownDuration[i] >= 0.0f) { ImGui::SameLine(); ImGui::Text("[%d] %.2f", i, io.NavInputsDownDuration[i]); }
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@ -2432,7 +2432,7 @@ static void ShowExampleAppFixedOverlay(bool* p_open)
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ImVec2 window_pos_pivot = ImVec2((corner & 1) ? 1.0f : 0.0f, (corner & 2) ? 1.0f : 0.0f);
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ImVec2 window_pos_pivot = ImVec2((corner & 1) ? 1.0f : 0.0f, (corner & 2) ? 1.0f : 0.0f);
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ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot);
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ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot);
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ImGui::SetNextWindowBgAlpha(0.3f); // Transparent background
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ImGui::SetNextWindowBgAlpha(0.3f); // Transparent background
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if (ImGui::Begin("Example: Fixed Overlay", p_open, ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_NoFocusOnAppearing|ImGuiWindowFlags_NoNavFocus|ImGuiWindowFlags_NoNavInputs))
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if (ImGui::Begin("Example: Fixed Overlay", p_open, ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_NoFocusOnAppearing|ImGuiWindowFlags_NoNav))
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{
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{
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ImGui::Text("Simple overlay\nin the corner of the screen.\n(right-click to change position)");
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ImGui::Text("Simple overlay\nin the corner of the screen.\n(right-click to change position)");
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ImGui::Separator();
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ImGui::Separator();
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