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Moved ImGuiButtonFlags_AllowOverlap from imgui_internal.h to imgui.h + standardize comments.
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@@ -115,6 +115,9 @@ Other Changes:
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- Implemented a custom tweak to extend hit-testing bounding box when window is sitting
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at the edge of a viewport (e.g. fullscreen or docked window), so that e.g. mouse the
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mouse at the extreme of the screen will reach the scrollbar. (#9276)
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- Button:
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- Moved ImGuiButtonFlags_AllowOverlap from imgui_internal.h to imgui.h,
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as a convenience for when using e.g. InvisibleButton().
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- Focus: fixed fallback "Debug" window temporarily taking focus and setting io.WantCaptureKeyboard
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for one frame on e.g. application boot if no other windows are submitted. (#9243)
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- Demo: fixed IMGUI_DEMO_MARKER locations for examples applets. (#9261, #3689) [@pthom]
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7
imgui.h
7
imgui.h
@@ -1001,7 +1001,7 @@ namespace ImGui
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IMGUI_API void SetNavCursorVisible(bool visible); // alter visibility of keyboard/gamepad cursor. by default: show when using an arrow key, hide when clicking with mouse.
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// Overlapping mode
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IMGUI_API void SetNextItemAllowOverlap(); // allow next item to be overlapped by a subsequent item. Useful with invisible buttons, selectable, treenode covering an area where subsequent items may need to be added. Note that both Selectable() and TreeNode() have dedicated flags doing this.
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IMGUI_API void SetNextItemAllowOverlap(); // allow next item to be overlapped by a subsequent item. Typically useful with InvisibleButton(), Selectable(), TreeNode() covering an area where subsequent items may need to be added. Note that both Selectable() and TreeNode() have dedicated flags doing this.
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// Item/Widgets Utilities and Query Functions
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// - Most of the functions are referring to the previous Item that has been submitted.
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@@ -1303,7 +1303,7 @@ enum ImGuiTreeNodeFlags_
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ImGuiTreeNodeFlags_None = 0,
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ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected
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ImGuiTreeNodeFlags_Framed = 1 << 1, // Draw frame with background (e.g. for CollapsingHeader)
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ImGuiTreeNodeFlags_AllowOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one
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ImGuiTreeNodeFlags_AllowOverlap = 1 << 2, // Hit testing will allow subsequent widgets to overlap this one. Require previous frame HoveredId to match before being usable. Shortcut to calling SetNextItemAllowOverlap().
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ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
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ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
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ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open
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@@ -1363,7 +1363,7 @@ enum ImGuiSelectableFlags_
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ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Frame will span all columns of its container table (text will still fit in current column)
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ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too
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ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text
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ImGuiSelectableFlags_AllowOverlap = 1 << 4, // (WIP) Hit testing to allow subsequent widgets to overlap this one
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ImGuiSelectableFlags_AllowOverlap = 1 << 4, // Hit testing will allow subsequent widgets to overlap this one. Require previous frame HoveredId to match before being usable. Shortcut to calling SetNextItemAllowOverlap().
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ImGuiSelectableFlags_Highlight = 1 << 5, // Make the item be displayed as if it is hovered
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ImGuiSelectableFlags_SelectOnNav = 1 << 6, // Auto-select when moved into, unless Ctrl is held. Automatic when in a BeginMultiSelect() block.
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@@ -1870,6 +1870,7 @@ enum ImGuiButtonFlags_
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ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, // React on center mouse button
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ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, // [Internal]
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ImGuiButtonFlags_EnableNav = 1 << 3, // InvisibleButton(): do not disable navigation/tabbing. Otherwise disabled by default.
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ImGuiButtonFlags_AllowOverlap = 1 << 12, // Hit testing will allow subsequent widgets to overlap this one. Require previous frame HoveredId to match before being usable. Shortcut to calling SetNextItemAllowOverlap().
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};
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// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()
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@@ -1038,7 +1038,6 @@ enum ImGuiButtonFlagsPrivate_
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ImGuiButtonFlags_PressedOnDragDropHold = 1 << 9, // return true when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers)
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//ImGuiButtonFlags_Repeat = 1 << 10, // hold to repeat -> use ImGuiItemFlags_ButtonRepeat instead.
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ImGuiButtonFlags_FlattenChildren = 1 << 11, // allow interactions even if a child window is overlapping
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ImGuiButtonFlags_AllowOverlap = 1 << 12, // require previous frame HoveredId to either match id or be null before being usable.
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//ImGuiButtonFlags_DontClosePopups = 1 << 13, // disable automatically closing parent popup on press
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//ImGuiButtonFlags_Disabled = 1 << 14, // disable interactions -> use BeginDisabled() or ImGuiItemFlags_Disabled
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ImGuiButtonFlags_AlignTextBaseLine = 1 << 15, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine
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