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* 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).
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* Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application
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* (either way, always pass on mouse inputs to imgui).
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* (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.).
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*/
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publicnativebooleangetWantCaptureMouse(); /*
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return ImGui::GetIO().WantCaptureMouse;
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*/
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/**
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* 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).
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* Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application
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* (either way, always pass on mouse inputs to imgui).
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* (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.).
* 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).
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* (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.).
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* Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application
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* (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.).
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*/
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publicnativebooleangetWantCaptureKeyboard(); /*
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return ImGui::GetIO().WantCaptureKeyboard;
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*/
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/**
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* 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).
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* (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.).
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* Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application
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* (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.).
* MousePos has been altered, back-end should reposition mouse on next frame. Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.
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* MousePos has been altered, back-end should reposition mouse on next frame. Rarely used! Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.
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*/
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publicnativebooleangetWantSetMousePos(); /*
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return ImGui::GetIO().WantSetMousePos;
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*/
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/**
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* MousePos has been altered, back-end should reposition mouse on next frame. Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.
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* MousePos has been altered, back-end should reposition mouse on next frame. Rarely used! Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.
* Directional navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
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* Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused
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* and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
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*/
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publicnativebooleangetNavActive(); /*
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return ImGui::GetIO().NavActive;
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*/
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/**
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* Directional navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
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* Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused
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* and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
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