Reordered some IO fields. Misc comments. Removed beta marker from tables comments.

docking
ocornut 3 years ago
parent efa50f72a7
commit c5a3cae83a

@ -524,7 +524,8 @@ namespace ImGui
// Widgets: Drag Sliders // Widgets: Drag Sliders
// - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp. // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp.
// - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, note that a 'float v[X]' function argument is the same as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x // - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, note that a 'float v[X]' function argument is the same as 'float* v',
// the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x
// - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.
// - Format string may also be set to NULL or use the default format ("%f" or "%d"). // - Format string may also be set to NULL or use the default format ("%f" or "%d").
// - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision). // - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision).
@ -711,7 +712,6 @@ namespace ImGui
IMGUI_API bool IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0); // return true if the popup is open. IMGUI_API bool IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0); // return true if the popup is open.
// Tables // Tables
// [BETA API] API may evolve slightly! If you use this, please update to the next version when it comes out!
// - Full-featured replacement for old Columns API. // - Full-featured replacement for old Columns API.
// - See Demo->Tables for demo code. // - See Demo->Tables for demo code.
// - See top of imgui_tables.cpp for general commentary. // - See top of imgui_tables.cpp for general commentary.
@ -1115,8 +1115,7 @@ enum ImGuiTabItemFlags_
}; };
// Flags for ImGui::BeginTable() // Flags for ImGui::BeginTable()
// [BETA API] API may evolve slightly! If you use this, please update to the next version when it comes out! // - Important! Sizing policies have complex and subtle side effects, much more so than you would expect.
// - Important! Sizing policies have complex and subtle side effects, more so than you would expect.
// Read comments/demos carefully + experiment with live demos to get acquainted with them. // Read comments/demos carefully + experiment with live demos to get acquainted with them.
// - The DEFAULT sizing policies are: // - The DEFAULT sizing policies are:
// - Default to ImGuiTableFlags_SizingFixedFit if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize. // - Default to ImGuiTableFlags_SizingFixedFit if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize.
@ -1124,8 +1123,8 @@ enum ImGuiTabItemFlags_
// - When ScrollX is off: // - When ScrollX is off:
// - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight. // - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight.
// - Columns sizing policy allowed: Stretch (default), Fixed/Auto. // - Columns sizing policy allowed: Stretch (default), Fixed/Auto.
// - Fixed Columns will generally obtain their requested width (unless the table cannot fit them all). // - Fixed Columns (if any) will generally obtain their requested width (unless the table cannot fit them all).
// - Stretch Columns will share the remaining width. // - Stretch Columns will share the remaining width according to their respective weight.
// - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors. // - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors.
// The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns. // The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns.
// (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing). // (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing).
@ -1239,7 +1238,7 @@ enum ImGuiTableColumnFlags_
enum ImGuiTableRowFlags_ enum ImGuiTableRowFlags_
{ {
ImGuiTableRowFlags_None = 0, ImGuiTableRowFlags_None = 0,
ImGuiTableRowFlags_Headers = 1 << 0 // Identify header row (set default background color + width of its contents accounted different for auto column width) ImGuiTableRowFlags_Headers = 1 << 0 // Identify header row (set default background color + width of its contents accounted differently for auto column width)
}; };
// Enum for ImGui::TableSetBgColor() // Enum for ImGui::TableSetBgColor()
@ -1383,7 +1382,7 @@ enum ImGuiKeyModFlags_
ImGuiKeyModFlags_Ctrl = 1 << 0, ImGuiKeyModFlags_Ctrl = 1 << 0,
ImGuiKeyModFlags_Shift = 1 << 1, ImGuiKeyModFlags_Shift = 1 << 1,
ImGuiKeyModFlags_Alt = 1 << 2, ImGuiKeyModFlags_Alt = 1 << 2,
ImGuiKeyModFlags_Super = 1 << 3 ImGuiKeyModFlags_Super = 1 << 3 // Cmd/Super/Windows key
}; };
// Gamepad/Keyboard navigation // Gamepad/Keyboard navigation
@ -1393,29 +1392,29 @@ enum ImGuiKeyModFlags_
enum ImGuiNavInput_ enum ImGuiNavInput_
{ {
// Gamepad Mapping // Gamepad Mapping
ImGuiNavInput_Activate, // activate / open / toggle / tweak value // e.g. Cross (PS4), A (Xbox), A (Switch), Space (Keyboard) ImGuiNavInput_Activate, // Activate / Open / Toggle / Tweak value // e.g. Cross (PS4), A (Xbox), A (Switch), Space (Keyboard)
ImGuiNavInput_Cancel, // cancel / close / exit // e.g. Circle (PS4), B (Xbox), B (Switch), Escape (Keyboard) ImGuiNavInput_Cancel, // Cancel / Close / Exit // e.g. Circle (PS4), B (Xbox), B (Switch), Escape (Keyboard)
ImGuiNavInput_Input, // text input / on-screen keyboard // e.g. Triang.(PS4), Y (Xbox), X (Switch), Return (Keyboard) ImGuiNavInput_Input, // Text input / On-Screen keyboard // e.g. Triang.(PS4), Y (Xbox), X (Switch), Return (Keyboard)
ImGuiNavInput_Menu, // tap: toggle menu / hold: focus, move, resize // e.g. Square (PS4), X (Xbox), Y (Switch), Alt (Keyboard) ImGuiNavInput_Menu, // Tap: Toggle menu / Hold: Focus, Move, Resize // e.g. Square (PS4), X (Xbox), Y (Switch), Alt (Keyboard)
ImGuiNavInput_DpadLeft, // move / tweak / resize window (w/ PadMenu) // e.g. D-pad Left/Right/Up/Down (Gamepads), Arrow keys (Keyboard) ImGuiNavInput_DpadLeft, // Move / Tweak / Resize window (w/ PadMenu) // e.g. D-pad Left/Right/Up/Down (Gamepads), Arrow keys (Keyboard)
ImGuiNavInput_DpadRight, // ImGuiNavInput_DpadRight, //
ImGuiNavInput_DpadUp, // ImGuiNavInput_DpadUp, //
ImGuiNavInput_DpadDown, // ImGuiNavInput_DpadDown, //
ImGuiNavInput_LStickLeft, // scroll / move window (w/ PadMenu) // e.g. Left Analog Stick Left/Right/Up/Down ImGuiNavInput_LStickLeft, // Scroll / Move window (w/ PadMenu) // e.g. Left Analog Stick Left/Right/Up/Down
ImGuiNavInput_LStickRight, // ImGuiNavInput_LStickRight, //
ImGuiNavInput_LStickUp, // ImGuiNavInput_LStickUp, //
ImGuiNavInput_LStickDown, // ImGuiNavInput_LStickDown, //
ImGuiNavInput_FocusPrev, // next window (w/ PadMenu) // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch) ImGuiNavInput_FocusPrev, // Focus Next window (w/ PadMenu) // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
ImGuiNavInput_FocusNext, // prev window (w/ PadMenu) // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch) ImGuiNavInput_FocusNext, // Focus Prev window (w/ PadMenu) // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
ImGuiNavInput_TweakSlow, // slower tweaks // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch) ImGuiNavInput_TweakSlow, // Slower tweaks // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
ImGuiNavInput_TweakFast, // faster tweaks // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch) ImGuiNavInput_TweakFast, // Faster tweaks // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
// [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them. // [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them.
// Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[]. // Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[].
ImGuiNavInput_KeyLeft_, // move left // = Arrow keys ImGuiNavInput_KeyLeft_, // Move left // = Arrow keys
ImGuiNavInput_KeyRight_, // move right ImGuiNavInput_KeyRight_, // Move right
ImGuiNavInput_KeyUp_, // move up ImGuiNavInput_KeyUp_, // Move up
ImGuiNavInput_KeyDown_, // move down ImGuiNavInput_KeyDown_, // Move down
ImGuiNavInput_COUNT, ImGuiNavInput_COUNT,
ImGuiNavInput_InternalStart_ = ImGuiNavInput_KeyLeft_ ImGuiNavInput_InternalStart_ = ImGuiNavInput_KeyLeft_
}; };
@ -1880,18 +1879,18 @@ struct ImGuiIO
bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API. bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text.
float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all backends. float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all backends.
bool KeyCtrl; // Keyboard modifier pressed: Control bool KeyCtrl; // Keyboard modifier down: Control
bool KeyShift; // Keyboard modifier pressed: Shift bool KeyShift; // Keyboard modifier down: Shift
bool KeyAlt; // Keyboard modifier pressed: Alt bool KeyAlt; // Keyboard modifier down: Alt
bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows bool KeySuper; // Keyboard modifier down: Cmd/Super/Windows
bool KeysDown[512]; // Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). bool KeysDown[512]; // Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys).
float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame(). float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame().
// Functions // Input Functions
IMGUI_API void AddFocusEvent(bool focused); // Queue an hosting application/platform windows gain or loss of focus
IMGUI_API void AddInputCharacter(unsigned int c); // Queue new character input IMGUI_API void AddInputCharacter(unsigned int c); // Queue new character input
IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue new character input from an UTF-16 character, it can be a surrogate IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue new character input from an UTF-16 character, it can be a surrogate
IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue new characters input from an UTF-8 string IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue new characters input from an UTF-8 string
IMGUI_API void AddFocusEvent(bool focused); // Notifies Dear ImGui when hosting platform windows lose or gain input focus
IMGUI_API void ClearInputCharacters(); // [Internal] Clear the text input buffer manually IMGUI_API void ClearInputCharacters(); // [Internal] Clear the text input buffer manually
IMGUI_API void ClearInputKeys(); // [Internal] Release all keys IMGUI_API void ClearInputKeys(); // [Internal] Release all keys
@ -1901,50 +1900,51 @@ struct ImGuiIO
// generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!) // generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!)
//------------------------------------------------------------------ //------------------------------------------------------------------
bool WantCaptureMouse; // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.). bool WantCaptureMouse; // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.).
bool WantCaptureKeyboard; // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.). bool WantCaptureKeyboard; // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.).
bool WantTextInput; // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active). bool WantTextInput; // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).
bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled. bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.
bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving! bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving!
bool NavActive; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag. bool NavActive; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
bool NavVisible; // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events). bool NavVisible; // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
float Framerate; // Rough estimate of application framerate, in frame per second. Solely for convenience. Rolling average estimation based on io.DeltaTime over 120 frames. float Framerate; // Rough estimate of application framerate, in frame per second. Solely for convenience. Rolling average estimation based on io.DeltaTime over 120 frames.
int MetricsRenderVertices; // Vertices output during last call to Render() int MetricsRenderVertices; // Vertices output during last call to Render()
int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3 int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
int MetricsRenderWindows; // Number of visible windows int MetricsRenderWindows; // Number of visible windows
int MetricsActiveWindows; // Number of active windows int MetricsActiveWindows; // Number of active windows
int MetricsActiveAllocations; // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts. int MetricsActiveAllocations; // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts.
ImVec2 MouseDelta; // 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. ImVec2 MouseDelta; // 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] Dear ImGui will maintain those fields. Forward compatibility not guaranteed! // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed!
//------------------------------------------------------------------ //------------------------------------------------------------------
bool WantCaptureMouseUnlessPopupClose;// Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup. ImGuiKeyModFlags KeyMods; // Key mods flags (same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags), updated by NewFrame()
ImGuiKeyModFlags KeyMods; // Key mods flags (same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags), updated by NewFrame() ImGuiKeyModFlags KeyModsPrev; // Key mods flags (from previous frame)
ImGuiKeyModFlags KeyModsPrev; // Previous key mods float KeysDownDuration[512]; // Duration the key has been down (<0.0f: not pressed, 0.0f: just pressed, >0.0f: time held)
ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid) float KeysDownDurationPrev[512]; // Duration the key has been down (from previous frame)
ImVec2 MouseClickedPos[5]; // Position at time of clicking
double MouseClickedTime[5]; // Time of last click (used to figure out double-click) bool WantCaptureMouseUnlessPopupClose; // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup.
bool MouseClicked[5]; // Mouse button went from !Down to Down (same as MouseClickedCount[x] != 0) ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? (same as MouseClickedCount[x] == 2) ImVec2 MouseClickedPos[5]; // Position at time of clicking
ImU16 MouseClickedCount[5]; // == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down double MouseClickedTime[5]; // Time of last click (used to figure out double-click)
ImU16 MouseClickedLastCount[5]; // Count successive number of clicks. Stays valid after mouse release. Reset after another click is done. bool MouseClicked[5]; // Mouse button went from !Down to Down (same as MouseClickedCount[x] != 0)
bool MouseReleased[5]; // Mouse button went from Down to !Down bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? (same as MouseClickedCount[x] == 2)
bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds. ImU16 MouseClickedCount[5]; // == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down
bool MouseDownOwnedUnlessPopupClose[5];//Track if button was clicked inside a dear imgui window. ImU16 MouseClickedLastCount[5]; // Count successive number of clicks. Stays valid after mouse release. Reset after another click is done.
float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked) bool MouseReleased[5]; // Mouse button went from Down to !Down
float MouseDownDurationPrev[5]; // Previous time the mouse button has been down bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds.
ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point bool MouseDownOwnedUnlessPopupClose[5]; //Track if button was clicked inside a dear imgui window.
float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)
float KeysDownDuration[512]; // Duration the keyboard key has been down (0.0f == just pressed) float MouseDownDurationPrev[5]; // Previous time the mouse button has been down
float KeysDownDurationPrev[512]; // Previous duration the key has been down ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point
float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point
float NavInputsDownDuration[ImGuiNavInput_COUNT]; float NavInputsDownDuration[ImGuiNavInput_COUNT];
float NavInputsDownDurationPrev[ImGuiNavInput_COUNT]; float NavInputsDownDurationPrev[ImGuiNavInput_COUNT];
float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui. float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui.
bool AppFocusLost; bool AppFocusLost;
ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16 ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16()
ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper. ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper.
IMGUI_API ImGuiIO(); IMGUI_API ImGuiIO();
}; };

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