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Searched
defs:WantCaptureKeyboard
(Results
1 - 2
of
2
) sorted by relevancy
/xsrc/external/mit/MesaLib/dist/src/imgui/
imgui.h
662
IMGUI_API void CaptureKeyboardFromApp(bool want_capture_keyboard_value = true); // attention: misleading name! manually override io.
WantCaptureKeyboard
flag next frame (said flag is entirely left for your application to handle). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.
WantCaptureKeyboard
= want_capture_keyboard_value"; after the next NewFrame() call.
976
ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.
WantCaptureKeyboard
flag when io.NavActive is set.
1371
bool
WantCaptureKeyboard
; // When io.
WantCaptureKeyboard
is true, imgui will use the keyboard inputs, do not dispatch them to your main game/application (in both cases, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.).
/xsrc/external/mit/MesaLib.old/dist/src/imgui/
imgui.h
662
IMGUI_API void CaptureKeyboardFromApp(bool want_capture_keyboard_value = true); // attention: misleading name! manually override io.
WantCaptureKeyboard
flag next frame (said flag is entirely left for your application to handle). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.
WantCaptureKeyboard
= want_capture_keyboard_value"; after the next NewFrame() call.
976
ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.
WantCaptureKeyboard
flag when io.NavActive is set.
1371
bool
WantCaptureKeyboard
; // When io.
WantCaptureKeyboard
is true, imgui will use the keyboard inputs, do not dispatch them to your main game/application (in both cases, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.).
Completed in 52 milliseconds
Indexes created Sun Jul 05 00:25:41 UTC 2026