Searched refs:WantCaptureMouse (Results 1 - 5 of 5) sorted by relevance
| /xsrc/external/mit/MesaLib.old/dist/src/imgui/ |
| H A D | 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.). member in struct:ImGuiIO 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.
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| H A D | imgui_demo.cpp | 2468 ImGui::Text("WantCaptureMouse: %d", io.WantCaptureMouse);
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| H A D | imgui.cpp | 316 - When calling NewFrame(), the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags are updated. 455 - 2017/07/20 (1.51) - removed IsPosHoveringAnyWindow(ImVec2), which was partly broken and misleading. ASSERT + redirect user to io.WantCaptureMouse 554 A: You can read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags from the ImGuiIO structure (e.g. if (ImGui::GetIO().WantCaptureMouse) { ... } ) 555 - When 'io.WantCaptureMouse' is set, imgui wants to use your mouse state, and you may want to discard/hide the inputs from the rest of your application. 560 Note: The 'io.WantCaptureMouse' is more accurate that any attempt to "check if the mouse is hovering a window" (don't do that!). 3339 // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to imgui, false = dispatch mouse info to imgui + app) 3341 g.IO.WantCaptureMouse = (g.WantCaptureMouseNextFrame != 0); 3343 g.IO.WantCaptureMouse = (mouse_avail_to_imgui && (g.HoveredWindow != NULL || mouse_any_down)) || (!g.OpenPopupStack.empty());
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| /xsrc/external/mit/MesaLib/dist/src/imgui/ |
| H A D | 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.). member in struct:ImGuiIO 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.
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| H A D | imgui.cpp | 316 - When calling NewFrame(), the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags are updated. 455 - 2017/07/20 (1.51) - removed IsPosHoveringAnyWindow(ImVec2), which was partly broken and misleading. ASSERT + redirect user to io.WantCaptureMouse 554 A: You can read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags from the ImGuiIO structure (e.g. if (ImGui::GetIO().WantCaptureMouse) { ... } ) 555 - When 'io.WantCaptureMouse' is set, imgui wants to use your mouse state, and you may want to discard/hide the inputs from the rest of your application. 560 Note: The 'io.WantCaptureMouse' is more accurate that any attempt to "check if the mouse is hovering a window" (don't do that!). 3339 // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to imgui, false = dispatch mouse info to imgui + app) 3341 g.IO.WantCaptureMouse = (g.WantCaptureMouseNextFrame != 0); 3343 g.IO.WantCaptureMouse = (mouse_avail_to_imgui && (g.HoveredWindow != NULL || mouse_any_down)) || (!g.OpenPopupStack.empty());
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