r_avoid=ImRect(ref_pos.x-16,ref_pos.y-8,ref_pos.x+24*scale,ref_pos.y+24*scale);// FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important.
// (This will take into account the possibility that a Scroll was queued in the window to offset our absolute mouse position before scroll has been applied)
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
#define IMGUI_VERSION "1.91.4 WIP"
#define IMGUI_VERSION_NUM 19133
#define IMGUI_VERSION_NUM 19134
#define IMGUI_HAS_TABLE
/*
@ -1597,8 +1597,6 @@ enum ImGuiConfigFlags_
ImGuiConfigFlags_None=0,
ImGuiConfigFlags_NavEnableKeyboard=1<<0,// Master keyboard navigation enable flag. Enable full Tabbing + directional arrows + space/enter to activate.
ImGuiConfigFlags_NavEnableGamepad=1<<1,// Master gamepad navigation enable flag. Backend also needs to set ImGuiBackendFlags_HasGamepad.
ImGuiConfigFlags_NavEnableSetMousePos=1<<2,// Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your backend, otherwise ImGui will react as if the mouse is jumping around back and forth.
ImGuiConfigFlags_NavNoCaptureKeyboard=1<<3,// Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set.
ImGuiConfigFlags_NoMouse=1<<4,// Instruct dear imgui to disable mouse inputs and interactions.
ImGuiConfigFlags_NoMouseCursorChange=1<<5,// Instruct backend to not alter mouse cursor shape and visibility. Use if the backend cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead.
ImGuiConfigFlags_NoKeyboard=1<<6,// Instruct dear imgui to disable keyboard inputs and interactions. This is done by ignoring keyboard events and clearing existing states.
@ -1606,6 +1604,11 @@ enum ImGuiConfigFlags_
// User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are NOT used by core Dear ImGui)
ImGuiConfigFlags_IsSRGB=1<<20,// Application is SRGB-aware.
ImGuiConfigFlags_IsTouchScreen=1<<21,// Application is using a touch screen instead of a mouse.
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
ImGuiConfigFlags_NavEnableSetMousePos=1<<2,// [moved/renamed in 1.91.4] -> use bool io.ConfigNavMoveSetMousePos
ImGuiConfigFlags_NavNoCaptureKeyboard=1<<3,// [moved/renamed in 1.91.4] -> use bool io.ConfigNavCaptureKeyboard
#endif
};
// Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend.
@ -1614,7 +1617,7 @@ enum ImGuiBackendFlags_
ImGuiBackendFlags_None=0,
ImGuiBackendFlags_HasGamepad=1<<0,// Backend Platform supports gamepad and currently has one connected.
ImGuiBackendFlags_HasMouseCursors=1<<1,// Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
ImGuiBackendFlags_HasSetMousePos=1<<2,// Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
ImGuiBackendFlags_HasSetMousePos=1<<2,// Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if io.ConfigNavMoveSetMousePos is set).
ImGuiBackendFlags_RendererHasVtxOffset=1<<3,// Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices.
};
@ -2242,17 +2245,19 @@ struct ImGuiIO
// Miscellaneous options
// (you can visualize and interact with all options in 'Demo->Configuration')
boolMouseDrawCursor;// = false // 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 backend implementations.
boolConfigMacOSXBehaviors;// = defined(__APPLE__) // Swap Cmd<>Ctrl keys + 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.
boolConfigInputTrickleEventQueue;// = true // Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates.
boolConfigInputTextCursorBlink;// = true // Enable blinking cursor (optional as some users consider it to be distracting).
boolConfigInputTextEnterKeepActive;// = false // [BETA] Pressing Enter will keep item active and select contents (single-line only).
boolConfigDragClickToInputText;// = false // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard.
boolConfigWindowsResizeFromEdges;// = true // 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)
boolConfigWindowsMoveFromTitleBarOnly;// = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar.
boolConfigScrollbarScrollByPage;// = true // Enable scrolling page by page when clicking outside the scrollbar grab. When disabled, always scroll to clicked location. When enabled, Shift+Click scrolls to clicked location.
floatConfigMemoryCompactTimer;// = 60.0f // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable.
boolMouseDrawCursor;// = false // 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 backend implementations.
boolConfigMacOSXBehaviors;// = defined(__APPLE__) // Swap Cmd<>Ctrl keys + 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.
boolConfigNavMoveSetMousePos;// = false // Directional/tabbing navigation teleports the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is difficult. Will update io.MousePos and set io.WantSetMousePos=true.
boolConfigNavCaptureKeyboard;// = true // Sets io.WantCaptureKeyboard when io.NavActive is set.
boolConfigInputTrickleEventQueue;// = true // Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates.
boolConfigInputTextCursorBlink;// = true // Enable blinking cursor (optional as some users consider it to be distracting).
boolConfigInputTextEnterKeepActive;// = false // [BETA] Pressing Enter will keep item active and select contents (single-line only).
boolConfigDragClickToInputText;// = false // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard.
boolConfigWindowsResizeFromEdges;// = true // 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)
boolConfigWindowsMoveFromTitleBarOnly;// = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar.
boolConfigScrollbarScrollByPage;// = true // Enable scrolling page by page when clicking outside the scrollbar grab. When disabled, always scroll to clicked location. When enabled, Shift+Click scrolls to clicked location.
floatConfigMemoryCompactTimer;// = 60.0f // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable.
// Inputs Behaviors
// (other variables, ones which are expected to be tweaked within UI code, are exposed in ImGuiStyle)
@ -2358,7 +2363,7 @@ struct ImGuiIO
boolWantCaptureMouse;// 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.).
boolWantCaptureKeyboard;// 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.).
boolWantTextInput;// 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).
boolWantSetMousePos;// MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.
boolWantSetMousePos;// MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when io.ConfigNavMoveSetMousePos is enabled.
boolWantSaveIniSettings;// 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: clear io.WantSaveIniSettings yourself after saving!
boolNavActive;// Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
boolNavVisible;// Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
ImGui::SameLine();HelpMarker("Enable gamepad controls. Require backend to set io.BackendFlags |= ImGuiBackendFlags_HasGamepad.\n\nRead instructions in imgui.cpp for details.");
ImGui::SameLine();HelpMarker("Instruct Dear ImGui to render a mouse cursor itself. Note that a mouse cursor rendered via your application GPU rendering path will feel more laggy than hardware cursor, but will be more in sync with your other visuals.\n\nSome desktop applications may use both kinds of cursors (e.g. enable software cursor only when resizing/dragging something).");
ImGui::SameLine();HelpMarker("Directional/tabbing navigation teleports the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is difficult");
ImGuiInputSourceNavInputSource;// Keyboard or Gamepad mode? THIS CAN ONLY BE ImGuiInputSource_Keyboard or ImGuiInputSource_Mouse
ImGuiSelectionUserDataNavLastValidSelectionUserData;// Last valid data passed to SetNextItemSelectionUser(), or -1. For current window. Not reset when focusing an item that doesn't have selection data.
boolNavIdIsAlive;// Nav widget has been seen this frame ~~ NavRectRel is valid
boolNavMousePosDirty;// When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) if set (NB: this not enabled by default)
boolNavMousePosDirty;// When set we will update mouse position if io.ConfigNavMoveSetMousePos is set (not enabled by default)
boolNavDisableHighlight;// When user starts using mouse, we hide gamepad/keyboard highlight (NB: but they are still available, which is why NavDisableHighlight isn't always != NavDisableMouseHover)
boolNavDisableMouseHover;// When user starts using gamepad/keyboard, we hide mouse hovering highlight until mouse is touched again.