Viewport: Comments about honoring ImGuiViewportFlags_NoInputs and MouseHoveredViewport. (#1542)
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@ -387,6 +387,10 @@ static LRESULT CALLBACK WndProcNoInputs(HWND hWnd, UINT msg, WPARAM wParam, LPAR
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{
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if (msg == WM_NCHITTEST)
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{
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// Let mouse pass-through the window. This will allow the back-end to set io.MouseHoveredViewport properly (which is OPTIONAL).
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// The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging.
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// If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in
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// your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system.
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ImGuiViewport* viewport = (ImGuiViewport*)::GetPropA(hWnd, "IMGUI_VIEWPORT");
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if (viewport->Flags & ImGuiViewportFlags_NoInputs)
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return HTTRANSPARENT;
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@ -503,7 +503,10 @@ static LRESULT CALLBACK ImGui_ImplWin32_WndProcHandler_PlatformWindow(HWND hWnd,
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viewport->PlatformRequestResize = true;
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break;
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case WM_NCHITTEST:
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// Let mouse pass-through the window, this is used while e.g. dragging a window, we creates a temporary overlay but want the cursor to aim behind our overlay.
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// Let mouse pass-through the window. This will allow the back-end to set io.MouseHoveredViewport properly (which is OPTIONAL).
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// The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging.
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// If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in
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// your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system.
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if (viewport->Flags & ImGuiViewportFlags_NoInputs)
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return HTTRANSPARENT;
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break;
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2
imgui.h
2
imgui.h
@ -1079,7 +1079,7 @@ struct ImGuiIO
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float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text.
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float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all back-ends.
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ImGuiID MousePosViewport; // (Optional) When using multiple viewports: viewport from which io.MousePos is based from (when dragging this is generally the captured/focused viewport, even though we can drag outside of it and then it's not hovered anymore). (0 == default viewport)
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ImGuiID MouseHoveredViewport; // (Optional) When using multiple viewports: viewport the OS mouse cursor is hovering. (0 == default viewport)
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ImGuiID MouseHoveredViewport; // (Optional) When using multiple viewports: viewport the OS mouse cursor is hovering. (0 == default viewport) _IGNORING_ viewports with the ImGuiBackendFlags_HasMouseHoveredViewport flag, and _REGARDLESS_ of whether another viewport is focused. Set io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport if you can provide this information.
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bool MouseDrawCursor; // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor).
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bool KeyCtrl; // Keyboard modifier pressed: Control
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bool KeyShift; // Keyboard modifier pressed: Shift
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