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Searched
defs:WantCaptureMouse
(Results
1 - 2
of
2
) sorted by relevancy
/xsrc/external/mit/MesaLib/dist/src/imgui/
imgui.h
257
IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered (and typically: not blocked by a popup/modal)? see flags for options. NB: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.
WantCaptureMouse
' boolean for that! Please read the FAQ!
663
IMGUI_API void CaptureMouseFromApp(bool want_capture_mouse_value = true); // attention: misleading name! manually override io.
WantCaptureMouse
flag next frame (said flag is entirely left for your application to handle). This is equivalent to setting "io.
WantCaptureMouse
= want_capture_mouse_value;" after the next NewFrame() call.
840
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.
845
// Note: if you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.
WantCaptureMouse
' boolean for that. Please read the FAQ!
1370
bool
WantCaptureMouse
; // When io.
WantCaptureMouse
is true, imgui will use the mouse inputs, do not dispatch them to your main game/application (in both cases, 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.).
1514
static inline bool IsPosHoveringAnyWindow(const ImVec2&) { IM_ASSERT(0); return false; } // This was misleading and partly broken. You probably want to use the ImGui::GetIO().
WantCaptureMouse
flag instead.
/xsrc/external/mit/MesaLib.old/dist/src/imgui/
imgui.h
257
IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered (and typically: not blocked by a popup/modal)? see flags for options. NB: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.
WantCaptureMouse
' boolean for that! Please read the FAQ!
663
IMGUI_API void CaptureMouseFromApp(bool want_capture_mouse_value = true); // attention: misleading name! manually override io.
WantCaptureMouse
flag next frame (said flag is entirely left for your application to handle). This is equivalent to setting "io.
WantCaptureMouse
= want_capture_mouse_value;" after the next NewFrame() call.
840
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.
845
// Note: if you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.
WantCaptureMouse
' boolean for that. Please read the FAQ!
1370
bool
WantCaptureMouse
; // When io.
WantCaptureMouse
is true, imgui will use the mouse inputs, do not dispatch them to your main game/application (in both cases, 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.).
1514
static inline bool IsPosHoveringAnyWindow(const ImVec2&) { IM_ASSERT(0); return false; } // This was misleading and partly broken. You probably want to use the ImGui::GetIO().
WantCaptureMouse
flag instead.
Completed in 16 milliseconds
Indexes created Sun Jul 05 00:25:41 UTC 2026