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Merge branch 'master' into docking
# Conflicts: # docs/CHANGELOG.txt # imgui.cpp # imgui.h # imgui_demo.cpp # imgui_widgets.cpp
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-9
@@ -543,6 +543,20 @@ void ImGui::ShowDemoWindow(bool* p_open)
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ImGui::Checkbox("io.MouseDrawCursor", &io.MouseDrawCursor);
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ImGui::SameLine(); HelpMarker("Instruct Dear ImGui to render a mouse cursor itself. Note that a mouse cursor rendered via your application GPU rendering path will feel more laggy than hardware cursor, but will be more in sync with your other visuals.\n\nSome desktop applications may use both kinds of cursors (e.g. enable software cursor only when resizing/dragging something).");
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ImGui::SeparatorText("Keyboard/Gamepad Navigation");
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ImGui::Checkbox("io.ConfigNavSwapGamepadButtons", &io.ConfigNavSwapGamepadButtons);
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ImGui::Checkbox("io.ConfigNavMoveSetMousePos", &io.ConfigNavMoveSetMousePos);
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ImGui::SameLine(); HelpMarker("Directional/tabbing navigation teleports the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is difficult");
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ImGui::Checkbox("io.ConfigNavCaptureKeyboard", &io.ConfigNavCaptureKeyboard);
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ImGui::Checkbox("io.ConfigNavEscapeClearFocusItem", &io.ConfigNavEscapeClearFocusItem);
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ImGui::SameLine(); HelpMarker("Pressing Escape clears focused item.");
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ImGui::Checkbox("io.ConfigNavEscapeClearFocusWindow", &io.ConfigNavEscapeClearFocusWindow);
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ImGui::SameLine(); HelpMarker("Pressing Escape clears focused window.");
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ImGui::Checkbox("io.ConfigNavCursorVisibleAuto", &io.ConfigNavCursorVisibleAuto);
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ImGui::SameLine(); HelpMarker("Using directional navigation key makes the cursor visible. Mouse click hides the cursor.");
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ImGui::Checkbox("io.ConfigNavCursorVisibleAlways", &io.ConfigNavCursorVisibleAlways);
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ImGui::SameLine(); HelpMarker("Navigation cursor is always visible.");
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ImGui::SeparatorText("Docking");
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ImGui::CheckboxFlags("io.ConfigFlags: DockingEnable", &io.ConfigFlags, ImGuiConfigFlags_DockingEnable);
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ImGui::SameLine();
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@@ -581,14 +595,6 @@ void ImGui::ShowDemoWindow(bool* p_open)
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ImGui::Unindent();
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}
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ImGui::SeparatorText("Navigation");
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ImGui::Checkbox("io.ConfigNavSwapGamepadButtons", &io.ConfigNavSwapGamepadButtons);
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ImGui::Checkbox("io.ConfigNavMoveSetMousePos", &io.ConfigNavMoveSetMousePos);
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ImGui::SameLine(); HelpMarker("Directional/tabbing navigation teleports the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is difficult");
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ImGui::Checkbox("io.ConfigNavCaptureKeyboard", &io.ConfigNavCaptureKeyboard);
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ImGui::Checkbox("io.ConfigNavEscapeClearFocusWindow", &io.ConfigNavEscapeClearFocusWindow);
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ImGui::SameLine(); HelpMarker("Pressing Escape clears focused window.");
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ImGui::SeparatorText("Widgets");
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ImGui::Checkbox("io.ConfigInputTextCursorBlink", &io.ConfigInputTextCursorBlink);
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ImGui::SameLine(); HelpMarker("Enable blinking cursor (optional as some users consider it to be distracting).");
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@@ -1070,7 +1076,7 @@ static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data)
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// The following examples are passed for documentation purpose but may not be useful to most users.
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// Passing ImGuiHoveredFlags_ForTooltip to IsItemHovered() will pull ImGuiHoveredFlags flags values from
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// 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on whether mouse or gamepad/keyboard is being used.
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// 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on whether mouse or keyboard/gamepad is being used.
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// With default settings, ImGuiHoveredFlags_ForTooltip is equivalent to ImGuiHoveredFlags_DelayShort + ImGuiHoveredFlags_Stationary.
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ImGui::Button("Manual", sz);
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if (ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip))
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