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IO: Added ImGuiConfigFlags_NoMouse to force clear/disable mouse inputs in NewFrame().
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@ -91,7 +91,13 @@ Other Changes:
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- Context: Removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions() and shared by all contexts. (#1565, #586, #992, #1007, #1558)
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- Context: You may pass a ImFontAtlas to CreateContext() to specify a font atlas to share. Shared font atlas are not owned by the context and not destroyed along with it.
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- Context: Added IMGUI_DISABLE_DEFAULT_ALLOCATORS to disable linking with malloc/free. (#1565, #586, #992, #1007, #1558)
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- IO: Added io.ConfigFlags for user application to store settings for imgui and for the back-end (currently: _NavEnableKeyboard, _NavEnableGamepad, _NavEnableSetMousePos, _NoMouseCursorChange).
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- IO: Added io.ConfigFlags for user application to store settings for imgui and for the back-end:
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- ImGuiConfigFlags_NavEnableKeyboard: Enable keyboard navigation.
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- ImGuiConfigFlags_NavEnableGamepad: Enable gamepad navigation (provided ImGuiBackendFlags_HasGamepad is also set by back-end).
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- ImGuiConfigFlags_NavEnableSetMousePos: Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward.
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- ImGuiConfigFlags_NoMouseCursorChange: Instruct back-end to not alter mouse cursor shape and visibility (by default the example back-end use mouse cursor API of the platform when available)
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- ImGuiConfigFlags_NoMouse: Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information passed by the back-end.
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- ImGuiConfigFlags_IsSRGB, ImGuiConfigFlags_IsTouchScreen: Flags for general application use.
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- IO: Added io.BackendFlags for back-end to store its capabilities (currently: _HasGamepad, _HasMouseCursors, _HasSetMousePos). This will be used more in the next version.
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- IO: Added ImGuiKey_Insert, ImGuiKey_Space keys. Setup in all example bindings. (#1541)
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- IO: Added Horizontal Mouse Wheel support for horizontal scrolling. (#1463) [@tseeker]
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@ -3373,6 +3373,11 @@ void ImGui::NewFrame()
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// Update mouse input state
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// If mouse just appeared or disappeared (usually denoted by -FLT_MAX component, but in reality we test for -256000.0f) we cancel out movement in MouseDelta
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if (g.IO.ConfigFlags & ImGuiConfigFlags_NoMouse)
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{
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g.IO.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
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memset(g.IO.MouseDown, 0, sizeof(g.IO.MouseDown));
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}
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if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MousePosPrev))
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g.IO.MouseDelta = g.IO.MousePos - g.IO.MousePosPrev;
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else
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3
imgui.h
3
imgui.h
@ -779,7 +779,8 @@ enum ImGuiConfigFlags_
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ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. This is mostly to instruct your imgui back-end to fill io.NavInputs[]. Back-end also needs to set ImGuiBackendFlags_HasGamepad.
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ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your binding, otherwise ImGui will react as if the mouse is jumping around back and forth.
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ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag with io.NavActive is set.
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ImGuiConfigFlags_NoMouseCursorChange = 1 << 4, // Instruct back-end to not alter mouse cursor shape and visibility.
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ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information back-end
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ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct back-end to not alter mouse cursor shape and visibility.
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// User storage (to allow your back-end/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core ImGui)
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ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware.
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