From 3c8e4907788f5186b56fe936bdd44ac2bcad2a70 Mon Sep 17 00:00:00 2001 From: ocornut Date: Sat, 25 Jun 2016 14:28:58 +0200 Subject: [PATCH] Comment on dealing with io.WantCaptureKeyboard (#703) --- imgui.cpp | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/imgui.cpp b/imgui.cpp index 225714c07..ba9eb69a0 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -391,10 +391,12 @@ e.g. when displaying a list of objects, using indices or pointers as ID will preserve the node open/closed state differently. experiment and see what makes more sense! Q: How can I tell when ImGui wants my mouse/keyboard inputs and when I can pass them to my application? - A: You can read the 'io.WantCaptureXXX' flags in the ImGuiIO structure. Preferably read them after calling ImGui::NewFrame() to avoid those flags lagging by one frame. + A: You can read the 'io.WantCaptureXXX' flags in the ImGuiIO structure. Preferably read them after calling ImGui::NewFrame() to avoid those flags lagging by one frame, but either should be fine. When 'io.WantCaptureMouse' or 'io.WantCaptureKeyboard' flags are set you may want to discard/hide the inputs from the rest of your application. When 'io.WantInputsCharacters' is set to may want to notify your OS to popup an on-screen keyboard, if available. ImGui is tracking dragging and widget activity that may occur outside the boundary of a window, so 'io.WantCaptureMouse' is a more accurate and complete than testing for ImGui::IsMouseHoveringAnyWindow(). + (Advanced note: text input releases focus on Return 'KeyDown', so the following Return 'KeyUp' event that your application receive will typically have 'io.WantcaptureKeyboard=false'. Depending + on your application logic it may or not be inconvenient. You might want to track which key-downs were for ImGui (e.g. with an array of bool) and filter out the corresponding key-ups. Q: How can I load a different font than the default? (default is an embedded version of ProggyClean.ttf, rendered at size 13) A: Use the font atlas to load the TTF file you want: