Added flag showing whether the GUI wants text input
Conflicts: imgui.cpp
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7eca754094
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14
imgui.cpp
14
imgui.cpp
@ -128,8 +128,10 @@
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// swap video buffer, etc.
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}
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- after calling ImGui::NewFrame() you can read back 'io.WantCaptureMouse' and 'io.WantCaptureKeyboard' to tell if ImGui
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wants to use your inputs. if it does you can discard/hide the inputs from the rest of your application.
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- after calling ImGui::NewFrame() you can read back flags from the IO structure to tell how ImGui intends to use your inputs.
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When 'io.WantCaptureMouse' or 'io.WantCaptureKeyboard' flags are set you may want to discard/hide the inputs from the rest of your application.
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When 'io.WantInputsCharacters' is set to may want to notify your OS to popup an onscreen keyboard, if available.
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API BREAKING CHANGES
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====================
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@ -1901,8 +1903,9 @@ void ImGui::NewFrame()
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bool mouse_owned_by_application = mouse_earliest_button_down != -1 && !g.IO.MouseDownOwned[mouse_earliest_button_down];
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g.IO.WantCaptureMouse = (!mouse_owned_by_application && g.HoveredWindow != NULL) || (!mouse_owned_by_application && mouse_any_down) || (g.ActiveId != 0) || (!g.OpenedPopupStack.empty()) || (g.CaptureMouseNextFrame);
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g.IO.WantCaptureKeyboard = (g.ActiveId != 0) || (g.CaptureKeyboardNextFrame);
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g.IO.WantInputCharacters = ((g.InputTextState.Id != 0) && (g.InputTextState.Id == g.ActiveId)) || g.WantInputCharactersNextFrame;
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g.MouseCursor = ImGuiMouseCursor_Arrow;
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g.CaptureMouseNextFrame = g.CaptureKeyboardNextFrame = false;
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g.CaptureMouseNextFrame = g.CaptureKeyboardNextFrame = g.WantInputCharactersNextFrame = false;
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// If mouse was first clicked outside of ImGui bounds we also cancel out hovering.
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if (mouse_owned_by_application)
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@ -2874,6 +2877,11 @@ void ImGui::CaptureMouseFromApp()
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GImGui->CaptureMouseNextFrame = true;
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}
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void ImGui::CaptureInputCharactersFromApp()
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{
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GImGui->WantInputCharactersNextFrame = true;
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}
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bool ImGui::IsItemHovered()
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{
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ImGuiWindow* window = GetCurrentWindow();
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2
imgui.h
2
imgui.h
@ -405,6 +405,7 @@ namespace ImGui
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IMGUI_API void SetMouseCursor(ImGuiMouseCursor type); // set desired cursor type
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IMGUI_API void CaptureKeyboardFromApp(); // manually enforce imgui setting the io.WantCaptureKeyboard flag next frame (your application needs to handle it). e.g. capture keyboard when your widget is being hovered.
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IMGUI_API void CaptureMouseFromApp(); // manually enforce imgui setting the io.WantCaptureMouse flag next frame (your application needs to handle it).
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IMGUI_API void CaptureInputCharactersFromApp(); // manually enforce imgui setting the io.WantInputCharacters flag next frame (your application needs to handle it).
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// Helpers functions to access the MemAllocFn/MemFreeFn pointers in ImGui::GetIO()
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IMGUI_API void* MemAlloc(size_t sz);
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@ -724,6 +725,7 @@ 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 WantCaptureKeyboard; // Widget is active (= ImGui will use your keyboard input)
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bool WantInputCharacters; // 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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int MetricsAllocs; // Number of active memory allocations
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int MetricsRenderVertices; // Vertices output during last call to Render()
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@ -1343,6 +1343,7 @@ void ImGui::ShowTestWindow(bool* opened)
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ImGui::Text("WantCaptureMouse: %s", io.WantCaptureMouse ? "true" : "false");
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ImGui::Text("WantCaptureKeyboard: %s", io.WantCaptureKeyboard ? "true" : "false");
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ImGui::Text("WantInputCharacters: %s", io.WantInputCharacters ? "true" : "false");
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ImGui::Button("Hover me\nto enforce\ninputs capture");
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if (ImGui::IsItemHovered())
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@ -394,6 +394,7 @@ struct ImGuiState
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float FramerateSecPerFrameAccum;
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bool CaptureMouseNextFrame; // explicit capture via CaptureInputs() sets those flags
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bool CaptureKeyboardNextFrame;
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bool WantInputCharactersNextFrame;
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char TempBuffer[1024*3+1]; // temporary text buffer
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ImGuiState()
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@ -456,7 +457,7 @@ struct ImGuiState
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memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame));
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FramerateSecPerFrameIdx = 0;
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FramerateSecPerFrameAccum = 0.0f;
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CaptureMouseNextFrame = CaptureKeyboardNextFrame = false;
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CaptureMouseNextFrame = CaptureKeyboardNextFrame = WantInputCharactersNextFrame = false;
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}
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};
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