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@@ -693,6 +693,7 @@ enum ImGuiKey_
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ImGuiKey_Backspace, // for text edit
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ImGuiKey_Enter, // for text edit
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ImGuiKey_Escape, // for text edit
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+ ImGuiKey_Space,
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ImGuiKey_A, // for text edit CTRL+A: select all
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ImGuiKey_C, // for text edit CTRL+C: copy
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ImGuiKey_V, // for text edit CTRL+V: paste
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@@ -999,17 +1000,17 @@ struct ImGuiIO
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// Input - Fill before calling NewFrame()
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//------------------------------------------------------------------
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- ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX,-FLT_MAX) if mouse is unavailable (on another screen, etc.)
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- bool MouseDown[5]; // Mouse buttons: left, right, middle + extras. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
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- float MouseWheel; // Mouse wheel: 1 unit scrolls about 5 lines text.
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- float MouseWheelH; // Mouse wheel (Horizontal). Most users don't have a mouse with an horizontal wheel, may not be filled by all back ends.
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- bool MouseDrawCursor; // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor).
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- bool KeyCtrl; // Keyboard modifier pressed: Control
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- bool KeyShift; // Keyboard modifier pressed: Shift
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- bool KeyAlt; // Keyboard modifier pressed: Alt
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- bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows
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- bool KeysDown[512]; // Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys).
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- ImWchar InputCharacters[16+1]; // List of characters input (translated by user from keypress+keyboard state). Fill using AddInputCharacter() helper.
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+ ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX,-FLT_MAX) if mouse is unavailable (on another screen, etc.)
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+ bool MouseDown[5]; // Mouse buttons: left, right, middle + extras. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
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+ float MouseWheel; // Mouse wheel: 1 unit scrolls about 5 lines text.
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+ float MouseWheelH; // Mouse wheel (Horizontal). Most users don't have a mouse with an horizontal wheel, may not be filled by all back ends.
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+ bool MouseDrawCursor; // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor).
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+ bool KeyCtrl; // Keyboard modifier pressed: Control
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+ bool KeyShift; // Keyboard modifier pressed: Shift
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+ bool KeyAlt; // Keyboard modifier pressed: Alt
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+ bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows
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+ bool KeysDown[512]; // Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys).
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+ ImWchar InputCharacters[16+1]; // List of characters input (translated by user from keypress+keyboard state). Fill using AddInputCharacter() helper.
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float NavInputs[ImGuiNavInput_COUNT];
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// Functions
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