JavaDoc for ImGuiIO

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SpaiR committed 2020-02-11 01:19:21 +03:00
1 parent f05ff1e571
commit 2a4ed6c5cb
1 file changed
+324 -147
+324 -147
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@@ -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.
* <p>
* 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.
* <p>
* 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.
* <p>
* 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.
* <p>
* 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.
* <p>
* 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.
* <p>
* 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;