Update binding API to Dear ImGui v1.76

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SpaiR committed 2020-05-16 17:39:52 +03:00
1 parent 182a612b50
commit ed7bf3601a
12 files changed
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@@ -649,11 +649,14 @@ public final class ImGuiIO {
*/
//------------------------------------------------------------------
// Output - Retrieve after calling NewFrame()
// Output - Updated by NewFrame() or EndFrame()/Render()
// (when reading from the io.WantCaptureMouse, io.WantCaptureKeyboard flags to dispatch your inputs, it is
// generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!)
//------------------------------------------------------------------
/**
* 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).
* Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application
* (either way, 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(); /*
@@ -661,7 +664,8 @@ public final class ImGuiIO {
*/
/**
* 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).
* Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application
* (either way, 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); /*
@@ -669,46 +673,46 @@ public final class ImGuiIO {
*/
/**
* 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.).
* Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application
* (either way, 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.).
* Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application
* (either way, 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;
*/
/**
* 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 set, you may display an on-screen keyboard.
* This is set by Dear 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).
* Mobile/console: when set, you may display an on-screen keyboard.
* This is set by Dear 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;
*/
/**
* 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. Rarely used! 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.
* MousePos has been altered, back-end should reposition mouse on next frame. Rarely used! Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.
*/
public native void setWantSetMousePos(boolean wantSetMousePos); /*
ImGui::GetIO().WantSetMousePos = wantSetMousePos;
@@ -717,7 +721,7 @@ public final class ImGuiIO {
/**
* 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.
* Important: clear io.WantSaveIniSettings yourself after saving!
*/
public native boolean getWantSaveIniSettings(); /*
return ImGui::GetIO().WantSaveIniSettings;
@@ -726,49 +730,53 @@ public final class ImGuiIO {
/**
* 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.
* Important: clear io.WantSaveIniSettings yourself after saving!
*/
public native void setWantSaveIniSettings(boolean wantSaveIniSettings); /*
ImGui::GetIO().WantSaveIniSettings = wantSaveIniSettings;
*/
/**
* Directional navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
* Keyboard/Gamepad 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.
* Keyboard/Gamepad 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;
*/
/**
* Directional navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
* Keyboard/Gamepad 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).
* Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
*/
public native void setNavVisible(boolean navVisible); /*
ImGui::GetIO().NavVisible = navVisible;
*/
/**
* Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames
* Application framerate estimate, in frame per second. Solely for convenience. Rolling average estimation based on io.DeltaTime over 120 frames.
* 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
* Application framerate estimate, in frame per second. Solely for convenience. Rolling average estimation based on io.DeltaTime over 120 frames.
* Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames
*/
public native void setFramerate(float framerate); /*
ImGui::GetIO().Framerate = framerate;
@@ -868,6 +876,13 @@ public final class ImGuiIO {
ImGui::GetIO().AddInputCharacter((unsigned int)c);
*/
/**
* Queue new character input from an UTF-16 character, it can be a surrogate
*/
public native void addInputCharacterUTF16(short c); /*
ImGui::GetIO().AddInputCharacterUTF16((ImWchar16)c);
*/
/**
* Queue new characters input from an UTF-8 string.
*/