// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
// We use the Win32 capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinations when dragging mouse outside of our window bounds.
// Process Win32 mouse/keyboard inputs.
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinations when dragging mouse outside of our window bounds.
// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
if(show_test_window)
{
ImGui::SetNextWindowPos(ImVec2(650,20),ImGuiCond_FirstUseEver);// Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
// We use the Win32 capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinations when dragging mouse outside of our window bounds.
// Process Win32 mouse/keyboard inputs.
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinations when dragging mouse outside of our window bounds.
// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
if(show_test_window)
{
ImGui::SetNextWindowPos(ImVec2(650,20),ImGuiCond_FirstUseEver);// Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
// We use the Win32 capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinations when dragging mouse outside of our window bounds.
// Process Win32 mouse/keyboard inputs.
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinations when dragging mouse outside of our window bounds.
// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
-2017/10/20(1.52)-markedIsItemHoveredRect()/IsMouseHoveringWindow()asobsolete,infavorofusingthenewlyintroducedflagsforIsItemHovered()andIsWindowHovered().Seehttps://github.com/ocornut/imgui/issues/1382 for details.
// This is roughly matching the behavior of internal-facing ItemHoverable()
// - we allow hovering to be true when ActiveId==window->MoveID, so that clicking on non-interactive items such as a Text() item still returns true with IsItemHovered())
// - we allow hovering to be true when ActiveId==window->MoveID, so that clicking on non-interactive items such as a Text() item still returns true with IsItemHovered()
// - this should work even for non-interactive items that have no ID, so we cannot use LastItemId
IM_ASSERT((flags&ImGuiHoveredFlags_FlattenChilds)==0);// Flags not supported by this function
// [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable to use IsItemHovered() after EndChild() itself.
// Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was the test that has been running for a long while.
IMGUI_APIvoidShowTestWindow(bool*p_open=NULL);// create demo/test window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
IMGUI_APIvoidShowStyleEditor(ImGuiStyle*ref=NULL);// add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style)
IMGUI_APIvoidShowUserGuide();// add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls).
@ -439,11 +439,10 @@ namespace ImGui
IMGUI_APIImVec2GetItemRectMax();// "
IMGUI_APIImVec2GetItemRectSize();// "
IMGUI_APIvoidSetItemAllowOverlap();// allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area.
IMGUI_APIboolIsWindowFocused();// is current window focused
IMGUI_APIboolIsWindowHovered(ImGuiHoveredFlagsflags=0);// is current window hovered (and typically: not blocked by a popup/modal)
IMGUI_APIboolIsRootWindowFocused();// is current root window focused (root = top-most parent of a child, otherwise self)
IMGUI_APIboolIsRootWindowOrAnyChildFocused();// is current root window or any of its child (including current window) focused
IMGUI_APIboolIsRootWindowOrAnyChildHovered(ImGuiHoveredFlagsflags=0);// is current root window or any of its child (including current window) hovered and hoverable (not blocked by a popup)
IMGUI_APIboolIsWindowFocused();// is current Begin()-ed window focused?
IMGUI_APIboolIsWindowHovered(ImGuiHoveredFlagsflags=0);// is current Begin()-ed window hovered (and typically: not blocked by a popup/modal)?
IMGUI_APIboolIsRootWindowFocused();// is current Begin()-ed root window focused (root = top-most parent of a child, otherwise self)?
IMGUI_APIboolIsRootWindowOrAnyChildFocused();// is current Begin()-ed root window or any of its child (including current window) focused?
IMGUI_APIboolIsAnyWindowHovered();// is mouse hovering any visible window
IMGUI_APIboolIsRectVisible(constImVec2&size);// test if rectangle (of given size, starting from cursor position) is visible / not clipped.
IMGUI_APIboolIsRectVisible(constImVec2&rect_min,constImVec2&rect_max);// test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side.
@ -590,6 +589,7 @@ enum ImGuiHoveredFlags_
//ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 1, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
ImGuiHoveredFlags_AllowWhenBlockedByActiveItem=1<<2,// Return true even if an active item is blocking access to this item/window
ImGuiHoveredFlags_AllowWhenOverlapped=1<<3,// Return true even if the position is overlapped by another window
ImGuiHoveredFlags_FlattenChilds=1<<4,// Treat all child windows as the same window (for IsWindowHovered())
boolWantCaptureMouse;// 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
boolWantCaptureKeyboard;// Widget is active (= ImGui will use your keyboard input). Use to hide keyboard from the rest of your application
boolWantTextInput;// 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
boolWantMoveMouse;// [BETA-NAV] MousePos has been altered. back-end should reposition mouse on next frame. used only if 'NavMovesMouse=true'.
boolWantCaptureMouse;// When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. This is set by ImGui when it wants to use your mouse (e.g. unclicked mouse is hovering a window, or a widget is active).
boolWantCaptureKeyboard;// When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. This is set by ImGui when it wants to use your keyboard inputs.
boolWantTextInput;// Mobile/console: when io.WantTextInput is true, you may display an on-screen keyboard. This is set by ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).
boolWantMoveMouse;// [BETA-NAV] MousePos has been altered, back-end should reposition mouse on next frame. Set only when 'NavMovesMouse=true'.
floatFramerate;// Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames
intMetricsAllocs;// Number of active memory allocations
intMetricsRenderVertices;// Vertices output during last call to Render()
intMetricsRenderIndices;// Indices output during last call to Render() = number of triangles * 3
intMetricsActiveWindows;// Number of visible root windows (exclude child windows)
ImVec2MouseDelta;// 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.
ImVec2MouseDelta;// Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta.
// [Internal] ImGui will maintain those fields. Forward compatibility not guaranteed!
@ -917,6 +917,7 @@ struct ImGuiIO
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
namespaceImGui
{
staticinlineboolIsRootWindowOrAnyChildHovered(ImGuiHoveredFlagsflags=0){returnIsItemHovered(flags|ImGuiHoveredFlags_FlattenChilds);}// OBSOLETE 1.53+ use flags directly
boolBegin(constchar*name,bool*p_open,constImVec2&size_on_first_use,floatbg_alpha_override=-1.0f,ImGuiWindowFlagsflags=0);// OBSOLETE 1.52+. use SetNextWindowSize() instead if you want to set a window size.
floatSizePixels;// // Size in pixels for rasterizer.
intOversampleH,OversampleV;// 3, 1 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis.
boolPixelSnapH;// false // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1.
ImVec2GlyphExtraSpacing;// 1, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
ImVec2GlyphExtraSpacing;// 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
ImVec2GlyphOffset;// 0, 0 // Offset all glyphs from this font input.
constImWchar*GlyphRanges;// NULL // Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE.
boolMergeMode;// false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights.
ImGui::TextWrapped("This window is being created by the ShowTestWindow() function. Please refer to the code for programming reference.\n\nUser Guide:");
ImGui::TextWrapped("This window is being created by the ShowTestWindow() function. Please refer to the code in imgui_demo.cpp for reference.\n\n");
ImGui::TextWrapped("Below we are displaying the font texture (which is the only texture we have access to in this demo). Use the 'ImTextureID' type as storage to pass pointers or identifier to your own texture data. Hover the texture for a zoomed view!");
// Here we are grabbing the font texture because that's the only one we have access to inside the demo code.
// Remember that ImTextureID is just storage for whatever you want it to be, it is essentially a value that will be passed to the render function inside the ImDrawCmd structure.
// If you use one of the default imgui_impl_XXXX.cpp renderer, they all have comments at the top of their file to specify what they expect to be stored in ImTextureID.
// (for example, the imgui_impl_dx11.cpp renderer expect a 'ID3D11ShaderResourceView*' pointer. The imgui_impl_glfw_gl3.cpp renderer expect a GLuint OpenGL texture identifier etc.)
// If you decided that ImTextureID = MyEngineTexture*, then you can pass your MyEngineTexture* pointers to ImGui::Image(), and gather width/height through your own functions, etc.
// Using ShowMetricsWindow() as a "debugger" to inspect the draw data that are being passed to your render will help you debug issues if you are confused about this.
// Consider using the lower-level ImDrawList::AddImage() API, via ImGui::GetWindowDrawList()->AddImage().
// Testing IsItemHovered() function (because BulletText is an item itself and that would affect the output of IsItemHovered, we pass all lines in a single items to shorten the code)