@ -109,7 +109,7 @@ Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/
_NB: those third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_
_NB: those third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_
Languages: (third-party bindings)
Languages: (third-party bindings)
- C: [cimgui](https://github.com/cimgui/cimgui) (new 2018 auto-generated version!)
- C: [cimgui](https://github.com/cimgui/cimgui) (2018: now auto-generated! you can use its json output to generate bindings for other languages)
// Transition to our own viewport when leaving our host boundaries + set the NoInputs flag (which will be cleared in UpdateMovingWindow when releasing the mouse)
// Transition to our own viewport when leaving our host boundaries + set the NoInputs flag (will be cleared in UpdateMouseMovingWindow() when releasing mouse)
// If we are already in our own viewport, if need to set the NoInputs flag.
// If we are already in our own viewport, if need to set the NoInputs flag.
// If we have no viewport (which happens when detaching a docked node) immediately create one.
// If we have no viewport (which happens when detaching a docked node) immediately create one.
// We test for 'window->Viewport->Window == window' instead of 'window->ViewportOwned' because ViewportOwned is not valid during this function.
// We test for 'window->Viewport->Window == window' instead of 'window->ViewportOwned' because ViewportOwned is not valid during this function.
returnImFloor(ImClamp(pos,visible_rect.Min,visible_rect.Max));// ImFloor() is important because non-integer mouse position application in back-end might be lossy and result in undesirable non-zero delta.
returnImFloor(ImClamp(pos,visible_rect.Min,visible_rect.Max));// ImFloor() is important because non-integer mouse position application in back-end might be lossy and result in undesirable non-zero delta.
ImGuiFocusedFlags_ChildWindows=1<<0,// IsWindowFocused(): Return true if any children of the window is focused
ImGuiFocusedFlags_ChildWindows=1<<0,// IsWindowFocused(): Return true if any children of the window is focused
ImGuiFocusedFlags_RootWindow=1<<1,// IsWindowFocused(): Test from root window (top most parent of the current hierarchy)
ImGuiFocusedFlags_RootWindow=1<<1,// IsWindowFocused(): Test from root window (top most parent of the current hierarchy)
ImGuiFocusedFlags_AnyWindow=1<<2,// IsWindowFocused(): Return true if any window is focused
ImGuiFocusedFlags_AnyWindow=1<<2,// IsWindowFocused(): Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use ImGui::GetIO().WantCaptureMouse instead.
ImGuiInputSourceActiveIdSource;// Activating with mouse or nav (gamepad/keyboard)
ImGuiInputSourceActiveIdSource;// Activating with mouse or nav (gamepad/keyboard)
ImGuiIDLastActiveId;// Store the last non-zero ActiveId, useful for animation.
ImGuiIDLastActiveId;// Store the last non-zero ActiveId, useful for animation.
floatLastActiveIdTimer;// Store the last non-zero ActiveId timer since the beginning of activation, useful for animation.
floatLastActiveIdTimer;// Store the last non-zero ActiveId timer since the beginning of activation, useful for animation.
ImVec2LastValidMousePos;
ImGuiWindow*MovingWindow;// Track the window we clicked on (in order to preserve focus). The actually window that is moved is generally MovingWindow->RootWindow.
ImGuiWindow*MovingWindow;// Track the window we clicked on (in order to preserve focus). The actually window that is moved is generally MovingWindow->RootWindow.
ImVector<ImGuiColorMod>ColorModifiers;// Stack for PushStyleColor()/PopStyleColor()
ImVector<ImGuiColorMod>ColorModifiers;// Stack for PushStyleColor()/PopStyleColor()
ImVector<ImGuiStyleMod>StyleModifiers;// Stack for PushStyleVar()/PopStyleVar()
ImVector<ImGuiStyleMod>StyleModifiers;// Stack for PushStyleVar()/PopStyleVar()
// Template functions are instantiated in imgui_widgets.cpp for a finite number of types.
// Template functions are instantiated in imgui_widgets.cpp for a finite number of types.
// To use them externally (for custom widget) you may need an "extern template" statement in your code in order to link to existing instances and silence Clang warnings (see #2036).
// To use them externally (for custom widget) you may need an "extern template" statement in your code in order to link to existing instances and silence Clang warnings (see #2036).
// e.g. " extern template IMGUI_API float RoundScalarWithFormatT<float, float>(const char* format, ImGuiDataType data_type, float v); "
// e.g. " extern template IMGUI_API float RoundScalarWithFormatT<float, float>(const char* format, ImGuiDataType data_type, float v); "
// For vertical drag we currently assume that Up=higher value (like we do with vertical sliders). This may become a parameter.
if(axis==ImGuiAxis_Y)
adjust_delta=-adjust_delta;
// Clear current value on activation
// Clear current value on activation
// Avoid altering values and clamping when we are _already_ past the limits and heading in the same direction, so e.g. if range is 0..255, current value is 300 and we are pushing to the right side, keep the 300.
// Avoid altering values and clamping when we are _already_ past the limits and heading in the same direction, so e.g. if range is 0..255, current value is 300 and we are pushing to the right side, keep the 300.