Lines Matching defs:ImGuiIO
1820 struct ImGuiIO struct
1826 … // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.
1827 … Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the …
1828 … // <unset> // Main display size, in pixels (generally == GetMainViewport()->Size)
1829 … DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds.
1830 … // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds.
1831 …: default "imgui.ini" is relative to current working dir!). Set NULL to disable automatic .ini loa…
1832 …gui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
1833 …t MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds.
1834 … // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
1835 …hreshold; // = 6.0f // Distance threshold before considering we are dragging.
1836 …/ Map of indices into the KeysDown[512] entries array which represent your "native" keyboard state.
1837 …lding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
1838 … // = 0.050f // When holding a key/button, rate at which it repeats, in seconds.
1839 …rData; // = NULL // Store your own data for retrieval by callbacks.
1841 …/ <auto> // Font atlas: load, rasterize and pack one or more fonts into a single texture.
1842 float FontGlobalScale; // = 1.0f // Global scale all fonts
1843 …ing; // = false // Allow user scaling text of individual window with CTRL+Wheel.
1844 … // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
1845 …situations where window coordinates are different from framebuffer coordinates. This generally end…
1848 …e cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'i…
1849 …g cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text …
1850 … = true // Enable blinking cursor (optional as some users consider it to be distracting).
1851 …X widgets into text input with a simple mouse click-release (without moving). Not desirable on dev…
1852 …rom their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags…
1853 … move windows only when clicking on their title bar. Does not apply to windows without a title bar.
1854 … (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable.
1862 const char* BackendPlatformName; // = NULL
1863 const char* BackendRendererName; // = NULL
1864 … void* BackendPlatformUserData; // = NULL // User data for platform backend
1865 … void* BackendRendererUserData; // = NULL // User data for renderer backend
1866 …dLanguageUserData; // = NULL // User data for non C++ programming language backend
1870 const char* (*GetClipboardTextFn)(void* user_data);
1871 void (*SetClipboardTextFn)(void* user_data, const char* text);
1872 void* ClipboardUserData;
1876 void (*ImeSetInputScreenPosFn)(int x, int y);
1877 … // = NULL // (Windows) Set this to your HWND to get automatic IME cursor positioning.
1883 …ion, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.)
1884 …(ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Others buttons allow…
1885 …t MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text.
1886 …izontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all backends.
1887 bool KeyCtrl; // Keyboard modifier pressed: Control
1888 bool KeyShift; // Keyboard modifier pressed: Shift
1889 bool KeyAlt; // Keyboard modifier pressed: Alt
1890 bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows
1891 …e "native" order your engine has access to keyboard keys, so you can use your own defines/enums fo…
1892 …ed back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame().
1908 …s case do not dispatch them to your main game/application (either way, always pass on mouse inputs…
1909 …this case do not dispatch them to your main game/application (either way, always pass keyboard inp…
1910 …creen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. whe…
1911 …on mouse on next frame. Rarely used! Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is e…
1912 …ame == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemor…
1913 …(will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags…
1914 … // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
1915 …per second. Solely for convenience. Rolling average estimation based on io.DeltaTime over 120 fram…
1916 int MetricsRenderVertices; // Vertices output during last call to Render()
1917 …csRenderIndices; // Indices output during last call to Render() = number of triangles * 3
1918 int MetricsRenderWindows; // Number of visible windows
1919 int MetricsActiveWindows; // Number of active windows
1920 …dated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts.
1921 …rent or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won…
1927 …e == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to clos…
1928 …ds flags (same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags), updated by NewFrame()
1929 ImGuiKeyModFlags KeyModsPrev; // Previous key mods
1930 …note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
1931 ImVec2 MouseClickedPos[5]; // Position at time of clicking
1932 …double MouseClickedTime[5]; // Time of last click (used to figure out double-click)
1952 IMGUI_API ImGuiIO(); argument