From 2a4ed6c5cbdef1452c7bf9719ae2d5bd735eace5 Mon Sep 17 00:00:00 2001 From: SpaiR Date: Tue, 11 Feb 2020 01:19:21 +0300 Subject: [PATCH] JavaDoc for ImGuiIO --- .../src/main/java/imgui/ImGuiIO.java | 471 ++++++++++++------ 1 file changed, 324 insertions(+), 147 deletions(-) diff --git a/imgui-binding/src/main/java/imgui/ImGuiIO.java b/imgui-binding/src/main/java/imgui/ImGuiIO.java index 02be48e..af28850 100644 --- a/imgui-binding/src/main/java/imgui/ImGuiIO.java +++ b/imgui-binding/src/main/java/imgui/ImGuiIO.java @@ -24,133 +24,173 @@ public final class ImGuiIO { // Configuration (fill once) //------------------------------------------------------------------ - // ConfigFlags - // See ImGuiConfigFlags enum. Set by user/application. Gamepad/keyboard navigation options, etc. - // + /** + * See ImGuiConfigFlags enum. Set by user/application. Gamepad/keyboard navigation options, etc. + */ public native int getConfigFlags(); /* return ImGui::GetIO().ConfigFlags; */ + /** + * See ImGuiConfigFlags enum. Set by user/application. Gamepad/keyboard navigation options, etc. + */ public native void setConfigFlags(int configFlags); /* ImGui::GetIO().ConfigFlags = configFlags; */ - // BackendFlags - // See ImGuiBackendFlags enum. Set by back-end to communicate features supported by the back-end. - // + /** + * See ImGuiBackendFlags enum. Set by back-end to communicate features supported by the back-end. + */ public native int getBackendFlags(); /* return ImGui::GetIO().BackendFlags; */ + /** + * See ImGuiBackendFlags enum. Set by back-end to communicate features supported by the back-end. + */ public native void setBackendFlags(int backendFlags); /* ImGui::GetIO().BackendFlags = backendFlags; */ - // IniSavingRate - // Minimum time between saving positions/sizes to .ini file, in seconds. - // + /** + * Minimum time between saving positions/sizes to .ini file, in seconds. + */ public native float getIniSavingRate(); /* return ImGui::GetIO().IniSavingRate; */ + /** + * Minimum time between saving positions/sizes to .ini file, in seconds. + */ public native void setIniSavingRate(float iniSavingRate); /* ImGui::GetIO().IniSavingRate = iniSavingRate; */ - // IniFilename - // Path to .ini file. Set NULL to disable automatic .ini loading/saving, if e.g. you want to manually load/save from memory. - // + /** + * Path to .ini file. Set NULL to disable automatic .ini loading/saving, if e.g. you want to manually load/save from memory. + */ public native String getIniFilename(); /* return env->NewStringUTF(ImGui::GetIO().IniFilename); */ + /** + * Path to .ini file. Set NULL to disable automatic .ini loading/saving, if e.g. you want to manually load/save from memory. + */ public native void setIniFilename(String iniFilename); /*MANUAL ImGui::GetIO().IniFilename = obj_iniFilename == NULL ? NULL : (char*)env->GetStringUTFChars(obj_iniFilename, JNI_FALSE); */ - // LogFilename - // Path to .log file (default parameter to ImGui::LogToFile when no file is specified). - // + /** + * Path to .log file (default parameter to ImGui::LogToFile when no file is specified). + */ public native String getLogFilename(); /* return env->NewStringUTF(ImGui::GetIO().LogFilename); */ + /** + * Path to .log file (default parameter to ImGui::LogToFile when no file is specified). + */ public native void setLogFilename(String logFilename); /*MANUAL ImGui::GetIO().LogFilename = obj_logFilename == NULL ? NULL : (char*)env->GetStringUTFChars(obj_logFilename, JNI_FALSE); */ - // MouseDoubleClickTime - // Time for a double-click, in seconds. - // + /** + * Time for a double-click, in seconds. + */ public native float getMouseDoubleClickTime(); /* return ImGui::GetIO().MouseDoubleClickTime; */ + /** + * Time for a double-click, in seconds. + */ public native void setMouseDoubleClickTime(float mouseDoubleClickTime); /* ImGui::GetIO().MouseDoubleClickTime = mouseDoubleClickTime; */ - // MouseDoubleClickTime - // Distance threshold to stay in to validate a double-click, in pixels. - // + /** + * Distance threshold to stay in to validate a double-click, in pixels. + */ public native float getMouseDoubleClickMaxDist(); /* return ImGui::GetIO().MouseDoubleClickTime; */ + /** + * Distance threshold to stay in to validate a double-click, in pixels. + */ public native void setMouseDoubleClickMaxDist(float mouseDoubleClickMaxDist); /* ImGui::GetIO().MouseDoubleClickMaxDist = mouseDoubleClickMaxDist; */ - // MouseDoubleClickTime - // Distance threshold before considering we are dragging. + /** + * Distance threshold before considering we are dragging. + */ public native float getMouseDragThreshold(); /* return ImGui::GetIO().MouseDoubleClickTime; */ + /** + * Distance threshold before considering we are dragging. + */ public native void setMouseDragThreshold(float mouseDragThreshold); /* ImGui::GetIO().MouseDragThreshold = mouseDragThreshold; */ - // KeyMap - // Map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. - // + /** + * Map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. + */ public native void getKeyMap(int[] buff); /* for(int i = 0; i < ImGuiKey_COUNT; i++) buff[i] = ImGui::GetIO().KeyMap[i]; */ + /** + * Map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. + */ public native int getKeyMap(int idx); /* return ImGui::GetIO().KeyMap[idx]; */ + /** + * Map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. + */ public native void setKeyMap(int idx, int code); /* ImGui::GetIO().KeyMap[idx] = code; */ + /** + * Map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. + */ public native void setKeyMap(int[] keyMap); /* for (int i = 0; i < ImGuiKey_COUNT; i++) ImGui::GetIO().KeyMap[i] = keyMap[i]; */ - // KeyRepeatDelay - // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.). - // + /** + * When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.). + */ public native float getKeyRepeatDelay(); /* return ImGui::GetIO().KeyRepeatDelay; */ + /** + * When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.). + */ public native void setKeyRepeatDelay(float keyRepeatDelay); /* ImGui::GetIO().KeyRepeatDelay = keyRepeatDelay; */ - // KeyRepeatRate - // When holding a key/button, rate at which it repeats, in seconds. - // + /** + * When holding a key/button, rate at which it repeats, in seconds. + */ public native float getKeyRepeatRate(); /* return ImGui::GetIO().KeyRepeatRate; */ + /** + * When holding a key/button, rate at which it repeats, in seconds. + */ public native void setKeyRepeatRate(float keyRepeatRate); /* ImGui::GetIO().KeyRepeatRate = keyRepeatRate; */ @@ -223,73 +263,96 @@ public final class ImGuiIO { // Miscellaneous options - // MouseDrawCursor - // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). - // Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by back-end implementations. - // + /** + * Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). + * Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by back-end implementations. + */ public native boolean getMouseDrawCursor(); /* return ImGui::GetIO().MouseDrawCursor; */ + /** + * Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). + * Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by back-end implementations. + */ public native void setMouseDrawCursor(boolean mouseDrawCursor); /* ImGui::GetIO().MouseDrawCursor = mouseDrawCursor; */ - // ConfigMacOSXBehaviors - // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, - // Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, - // Multi-selection in lists uses Cmd/Super instead of Ctrl (was called io.OptMacOSXBehaviors prior to 1.63) - // + /** + * OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, + * Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, + * Multi-selection in lists uses Cmd/Super instead of Ctrl (was called io.OptMacOSXBehaviors prior to 1.63) + */ public native boolean getConfigMacOSXBehaviors(); /* return ImGui::GetIO().ConfigMacOSXBehaviors; */ + /** + * OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, + * Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, + * Multi-selection in lists uses Cmd/Super instead of Ctrl (was called io.OptMacOSXBehaviors prior to 1.63) + */ public native void setConfigMacOSXBehaviors(boolean configMacOSXBehaviors); /* ImGui::GetIO().ConfigMacOSXBehaviors = configMacOSXBehaviors; */ - // ConfigInputTextCursorBlink - // Set to false to disable blinking cursor, for users who consider it distracting. (was called: io.OptCursorBlink prior to 1.63) - // + /** + * Set to false to disable blinking cursor, for users who consider it distracting. (was called: io.OptCursorBlink prior to 1.63) + */ public native boolean getConfigInputTextCursorBlink(); /* return ImGui::GetIO().ConfigInputTextCursorBlink; */ + /** + * Set to false to disable blinking cursor, for users who consider it distracting. (was called: io.OptCursorBlink prior to 1.63) + */ public native void setConfigInputTextCursorBlink(boolean configInputTextCursorBlink); /* ImGui::GetIO().ConfigInputTextCursorBlink = configInputTextCursorBlink; */ - // ConfigWindowsResizeFromEdges - // Enable resizing of windows from their edges and from the lower-left corner. - // This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. - // (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag) - // + /** + * Enable resizing of windows from their edges and from the lower-left corner. + * This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. + * (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag) + */ public native boolean getConfigWindowsResizeFromEdges(); /* return ImGui::GetIO().ConfigWindowsResizeFromEdges; */ + /** + * Enable resizing of windows from their edges and from the lower-left corner. + * This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. + * (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag) + */ public native void setConfigWindowsResizeFromEdges(boolean configWindowsResizeFromEdges); /* ImGui::GetIO().ConfigWindowsResizeFromEdges = configWindowsResizeFromEdges; */ - // ConfigWindowsMoveFromTitleBarOnly - // [BETA] Set to true to only allow moving windows when clicked+dragged from the title bar. Windows without a title bar are not affected. - // + /** + * [BETA] Set to true to only allow moving windows when clicked+dragged from the title bar. Windows without a title bar are not affected. + */ public native boolean getConfigWindowsMoveFromTitleBarOnly(); /* return ImGui::GetIO().ConfigWindowsMoveFromTitleBarOnly; */ + /** + * [BETA] Set to true to only allow moving windows when clicked+dragged from the title bar. Windows without a title bar are not affected. + */ public native void setConfigWindowsMoveFromTitleBarOnly(boolean configWindowsMoveFromTitleBarOnly); /* ImGui::GetIO().ConfigWindowsMoveFromTitleBarOnly = configWindowsMoveFromTitleBarOnly; */ - // ConfigWindowsMemoryCompactTimer - // [BETA] Compact window memory usage when unused. Set to -1.0f to disable. - // + /** + * [BETA] Compact window memory usage when unused. Set to -1.0f to disable. + */ public native float getConfigWindowsMemoryCompactTimer(); /* return ImGui::GetIO().ConfigWindowsMemoryCompactTimer; */ + /** + * [BETA] Compact window memory usage when unused. Set to -1.0f to disable. + */ public native void setConfigWindowsMemoryCompactTimer(float configWindowsMemoryCompactTimer); /* ImGui::GetIO().ConfigWindowsMemoryCompactTimer = configWindowsMemoryCompactTimer; */ @@ -298,23 +361,30 @@ public final class ImGuiIO { // Platform Functions //------------------------------------------------------------------ - // BackendPlatformName - // Optional: Platform/Renderer back-end name (informational only! will be displayed in About Window) + User data for back-end/wrappers to store their own stuff. - // + /** + * Optional: Platform back-end name (informational only! will be displayed in About Window) + User data for back-end/wrappers to store their own stuff. + */ public native String getBackendPlatformName(); /* return env -> NewStringUTF(ImGui::GetIO().BackendPlatformName); */ + /** + * Optional: Platform back-end name (informational only! will be displayed in About Window) + User data for back-end/wrappers to store their own stuff. + */ public native void setBackendPlatformName(String backendPlatformName); /*MANUAL ImGui::GetIO().BackendPlatformName = obj_backendPlatformName == NULL ? NULL : (char*)env->GetStringUTFChars(obj_backendPlatformName, JNI_FALSE); */ - // BackendRendererName - // + /** + * Optional: Renderer back-end name (informational only! will be displayed in About Window) + User data for back-end/wrappers to store their own stuff. + */ public native String getBackendRendererName(); /* return env -> NewStringUTF(ImGui::GetIO().BackendRendererName); */ + /** + * Optional: Renderer back-end name (informational only! will be displayed in About Window) + User data for back-end/wrappers to store their own stuff. + */ public native void setBackendRendererName(String backendRendererName); /*MANUAL ImGui::GetIO().BackendRendererName = obj_backendRendererName == NULL ? NULL : (char*)env->GetStringUTFChars(obj_backendRendererName, JNI_FALSE); */ @@ -359,160 +429,220 @@ public final class ImGuiIO { // Input - Fill before calling NewFrame() //------------------------------------------------------------------ - // DisplaySize - // Main display size, in pixels. - // BINDING NOTICE: This should be a "Config" part, but since those values may be different for every frame I don't see how it is possible to set them only once. - // + /** + * Main display size, in pixels. + *

+ * BINDING NOTICE: This should be a "Config" part, but since those values may be different for every frame I don't see how it is possible to set them only once. + */ public native void getDisplaySize(ImVec2 dstImVec2); /* Jni::ImVec2Cpy(env, &ImGui::GetIO().DisplaySize, dstImVec2); */ + /** + * Main display size, in pixels. + *

+ * BINDING NOTICE: This should be a "Config" part, but since those values may be different for every frame I don't see how it is possible to set them only once. + */ public native void setDisplaySize(float x, float y); /* ImGui::GetIO().DisplaySize.x = x; ImGui::GetIO().DisplaySize.y = y; */ - // DisplayFramebufferScale - // For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale. - // BINDING NOTICE: This should be a "Config" part, but since those values may be different for every frame I don't see how it is possible to set them only once. - // + /** + * For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale. + *

+ * BINDING NOTICE: This should be a "Config" part, but since those values may be different for every frame I don't see how it is possible to set them only once. + */ public native void getDisplayFramebufferScale(ImVec2 dstImVec2); /* Jni::ImVec2Cpy(env, &ImGui::GetIO().DisplayFramebufferScale, dstImVec2); */ + /** + * For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale. + *

+ * BINDING NOTICE: This should be a "Config" part, but since those values may be different for every frame I don't see how it is possible to set them only once. + */ public native void setDisplayFramebufferScale(float x, float y); /* ImGui::GetIO().DisplayFramebufferScale.x = x; ImGui::GetIO().DisplayFramebufferScale.y = y; */ - // DeltaTime - // Time elapsed since last frame, in seconds. - // BINDING NOTICE: Same as for DisplaySize. This should be modified every frame. - // + /** + * Time elapsed since last frame, in seconds. + *

+ * BINDING NOTICE: Same as for DisplaySize. This should be modified every frame. + */ public native float getDeltaTime(); /* return ImGui::GetIO().DeltaTime; */ + /** + * Time elapsed since last frame, in seconds. + *

+ * BINDING NOTICE: Same as for DisplaySize. This should be modified every frame. + */ public native void setDeltaTime(float deltaTime); /* ImGui::GetIO().DeltaTime = deltaTime; */ - // MousePos - // Mouse position, in pixels. Set to ImVec2(-FLT_MAX,-FLT_MAX) if mouse is unavailable (on another screen, etc.) - // + /** + * Mouse position, in pixels. Set to ImVec2(-FLT_MAX,-FLT_MAX) if mouse is unavailable (on another screen, etc.) + */ public native void getMousePos(ImVec2 dstImVec2); /* Jni::ImVec2Cpy(env, &ImGui::GetIO().MousePos, dstImVec2); */ + /** + * Mouse position, in pixels. Set to ImVec2(-FLT_MAX,-FLT_MAX) if mouse is unavailable (on another screen, etc.) + */ public native void setMousePos(float x, float y); /* ImGui::GetIO().MousePos.x = x; ImGui::GetIO().MousePos.y = y; */ - // MouseDown - // Mouse buttons: 0=left, 1=right, 2=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. - // + /** + * Mouse buttons: 0=left, 1=right, 2=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. + */ public native void getMouseDown(boolean[] buff); /* for (int i = 0; i < 5; i++) buff[i] = ImGui::GetIO().MouseDown[i]; */ + /** + * Mouse buttons: 0=left, 1=right, 2=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. + */ public native boolean getMouseDown(int idx); /* return ImGui::GetIO().MouseDown[idx]; */ + /** + * Mouse buttons: 0=left, 1=right, 2=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. + */ public native void setMouseDown(int idx, boolean down); /* ImGui::GetIO().MouseDown[idx] = down; */ + /** + * Mouse buttons: 0=left, 1=right, 2=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. + */ public native void setMouseDown(boolean[] mouseDown); /* for (int i = 0; i < 5; i++) ImGui::GetIO().MouseDown[i] = mouseDown[i]; */ - // MouseWheel - // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. - // + /** + * Mouse wheel Vertical: 1 unit scrolls about 5 lines text. + */ public native float getMouseWheel(); /* return ImGui::GetIO().MouseWheel; */ + /** + * Mouse wheel Vertical: 1 unit scrolls about 5 lines text. + */ public native void setMouseWheel(float mouseDeltaY); /* ImGui::GetIO().MouseWheel = mouseDeltaY; */ - // MouseWheelH - // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all back-ends. - // + /** + * Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all back-ends. + */ public native float getMouseWheelH(); /* return ImGui::GetIO().MouseWheelH; */ + /** + * Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all back-ends. + */ public native void setMouseWheelH(float mouseDeltaX); /* ImGui::GetIO().MouseWheelH = mouseDeltaX; */ - // KeyCtrl - // Keyboard modifier pressed: Control - // + /** + * Keyboard modifier pressed: Control + */ public native boolean getKeyCtrl(); /* return ImGui::GetIO().KeyCtrl; */ + /** + * Keyboard modifier pressed: Control + */ public native void setKeyCtrl(boolean value); /* ImGui::GetIO().KeyCtrl = value; */ - // KeyShift - // Keyboard modifier pressed: Shift - // + /** + * Keyboard modifier pressed: Shift + */ public native boolean getKeyShift(); /* return ImGui::GetIO().KeyShift; */ + /** + * Keyboard modifier pressed: Shift + */ public native void setKeyShift(boolean value); /* ImGui::GetIO().KeyShift = value; */ - // KeyAlt - // Keyboard modifier pressed: Alt - // + /** + * Keyboard modifier pressed: Alt + */ public native boolean getKeyAlt(); /* return ImGui::GetIO().KeyAlt; */ + /** + * Keyboard modifier pressed: Alt + */ public native void setKeyAlt(boolean value); /* ImGui::GetIO().KeyAlt = value; */ - // KeySuper - // Keyboard modifier pressed: Cmd/Super/Windows - // + /** + * Keyboard modifier pressed: Cmd/Super/Windows + */ public native boolean getKeySuper(); /* return ImGui::GetIO().KeySuper; */ + /** + * Keyboard modifier pressed: Cmd/Super/Windows + */ public native void setKeySuper(boolean value); /* ImGui::GetIO().KeySuper = value; */ - // KeysDown - // 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). - // + /** + * 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). + */ public native void getKeysDown(boolean[] buff); /* for (int i = 0; i < 512; i++) buff[i] = ImGui::GetIO().KeysDown[i]; */ + /** + * 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). + */ public native boolean getKeysDown(int idx); /* return ImGui::GetIO().KeysDown[idx]; */ + /** + * 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). + */ public native void setKeysDown(int idx, boolean pressed); /* ImGui::GetIO().KeysDown[idx] = pressed; */ + /** + * 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). + */ public native void setKeysDown(boolean[] keysDown); /* for (int i = 0; i < 512; i++) ImGui::GetIO().KeysDown[i] = keysDown[i]; @@ -522,161 +652,208 @@ public final class ImGuiIO { // Output - Retrieve after calling NewFrame() //------------------------------------------------------------------ - // WantCaptureMouse - // 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). - // (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.). - // + /** + * 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). + * (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.). + */ public native boolean getWantCaptureMouse(); /* return ImGui::GetIO().WantCaptureMouse; */ + /** + * 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). + * (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.). + */ public native void setWantCaptureMouse(boolean wantCaptureMouse); /* ImGui::GetIO().WantCaptureMouse = wantCaptureMouse; */ - // WantCaptureKeyboard - // 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). - // (e.g. InputText active, or an imgui window is focused and navigation is enabled, 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). + * (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.). + */ public native boolean getWantCaptureKeyboard(); /* return ImGui::GetIO().WantCaptureKeyboard; */ + /** + * 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). + * (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.). + */ public native void setWantCaptureKeyboard(boolean wantCaptureKeyboard); /* ImGui::GetIO().WantCaptureKeyboard = wantCaptureKeyboard; */ - // WantTextInput - // Mobile/console: when io.WantTextInput is true, you may display an on-screen keyboard. - // This is set by ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active). - // + /** + * Mobile/console: when io.WantTextInput is true, you may display an on-screen keyboard. + * This is set by ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active). + */ public native boolean getWantTextInput(); /* return ImGui::GetIO().WantTextInput; */ + /** + * Mobile/console: when io.WantTextInput is true, you may display an on-screen keyboard. + * This is set by ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active). + */ public native void setWantTextInput(boolean wantTextInput); /* ImGui::GetIO().WantTextInput = wantTextInput; */ - // WantSetMousePos - // MousePos has been altered, back-end should reposition mouse on next frame. Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled. - // + /** + * MousePos has been altered, back-end should reposition mouse on next frame. Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled. + */ public native boolean getWantSetMousePos(); /* return ImGui::GetIO().WantSetMousePos; */ + /** + * MousePos has been altered, back-end should reposition mouse on next frame. Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled. + */ public native void setWantSetMousePos(boolean wantSetMousePos); /* ImGui::GetIO().WantSetMousePos = wantSetMousePos; */ - // WantSaveIniSettings - // When manual .ini load/save is active (io.IniFilename == NULL), - // this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. - // IMPORTANT: You need to clear io.WantSaveIniSettings yourself. - // + /** + * When manual .ini load/save is active (io.IniFilename == NULL), + * this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. + * IMPORTANT: You need to clear io.WantSaveIniSettings yourself. + */ public native boolean getWantSaveIniSettings(); /* return ImGui::GetIO().WantSaveIniSettings; */ + /** + * When manual .ini load/save is active (io.IniFilename == NULL), + * this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. + * IMPORTANT: You need to clear io.WantSaveIniSettings yourself. + */ public native void setWantSaveIniSettings(boolean wantSaveIniSettings); /* ImGui::GetIO().WantSaveIniSettings = wantSaveIniSettings; */ - // NavActive - // Directional navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag. - // + /** + * Directional navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag. + */ public native boolean getNavActive(); /* return ImGui::GetIO().NavActive; */ + /** + * Directional navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag. + */ public native void setNavActive(boolean navActive); /* ImGui::GetIO().NavActive = navActive; */ - // NavVisible - // Directional navigation is visible and allowed (will handle ImGuiKey_NavXXX events). - // + /** + * Directional navigation is visible and allowed (will handle ImGuiKey_NavXXX events). + */ public native boolean getNavVisible(); /* return ImGui::GetIO().NavVisible; */ + /** + * Directional navigation is visible and allowed (will handle ImGuiKey_NavXXX events). + */ public native void setNavVisible(boolean navVisible); /* ImGui::GetIO().NavVisible = navVisible; */ - // Framerate - // Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames - // + /** + * Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames + */ public native float getFramerate(); /* return ImGui::GetIO().Framerate; */ + /** + * Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames + */ public native void setFramerate(float framerate); /* ImGui::GetIO().Framerate = framerate; */ - // MetricsRenderVertices - // Vertices output during last call to Render() - // + /** + * Vertices output during last call to Render() + */ public native int getMetricsRenderVertices(); /* return ImGui::GetIO().MetricsRenderVertices; */ + /** + * Vertices output during last call to Render() + */ public native void setMetricsRenderVertices(int metricsRenderVertices); /* ImGui::GetIO().MetricsRenderVertices = metricsRenderVertices; */ - // MetricsRenderIndices - // Indices output during last call to Render() = number of triangles * 3 - // + /** + * Indices output during last call to Render() = number of triangles * 3 + */ public native int getMetricsRenderIndices(); /* return ImGui::GetIO().MetricsRenderIndices; */ + /** + * Indices output during last call to Render() = number of triangles * 3 + */ public native void setMetricsRenderIndices(int metricsRenderIndices); /* ImGui::GetIO().MetricsRenderIndices = metricsRenderIndices; */ - // MetricsRenderWindows - // Number of visible windows - // + /** + * Number of visible windows + */ public native int getMetricsRenderWindows(); /* return ImGui::GetIO().MetricsRenderWindows; */ + /** + * Number of visible windows + */ public native void setMetricsRenderWindows(int metricsRenderWindows); /* ImGui::GetIO().MetricsRenderWindows = metricsRenderWindows; */ - // MetricsActiveWindows - // Number of active windows - // + /** + * Number of active windows + */ public native int getMetricsActiveWindows(); /* return ImGui::GetIO().MetricsActiveWindows; */ + /** + * Number of active windows + */ public native void setMetricsActiveWindows(int metricsActiveWindows); /* ImGui::GetIO().MetricsActiveWindows = metricsActiveWindows; */ - // MetricsActiveAllocations - // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts. - // + /** + * Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts. + */ public native int getMetricsActiveAllocations(); /* return ImGui::GetIO().MetricsActiveAllocations; */ + /** + * Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts. + */ public native void setMetricsActiveAllocations(int metricsActiveAllocations); /* ImGui::GetIO().MetricsActiveAllocations = metricsActiveAllocations; */ - // MouseDelta - // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta. - // + /** + * Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta. + */ public native void getMouseDelta(ImVec2 dstImVec2); /* Jni::ImVec2Cpy(env, &ImGui::GetIO().MouseDelta, dstImVec2); */ + /** + * Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta. + */ public native void setMouseDelta(float x, float y); /* ImGui::GetIO().MouseDelta.x = x; ImGui::GetIO().MouseDelta.y = y;