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https://github.com/kevinporetti/UnrealImGui.git
synced 2025-01-18 08:20:32 +00:00
Removed from the context proxy unused IsMouseHoveringAnyWindow property and moved code for WantsMouseCapture to be updated in the same scope as other context information.
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@ -134,14 +134,16 @@ void FImGuiContextProxy::Tick(float DeltaSeconds)
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EndFrame();
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EndFrame();
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}
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}
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// Update context information (some data, like mouse cursor, may be cleaned in new frame, so we should collect it
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// Update context information (some data need to be collected before starting a new frame while some other data
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// beforehand).
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// may need to be collected after).
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bHasActiveItem = ImGui::IsAnyItemActive();
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bHasActiveItem = ImGui::IsAnyItemActive();
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bIsMouseHoveringAnyWindow = ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow);
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MouseCursor = ImGuiInterops::ToSlateMouseCursor(ImGui::GetMouseCursor());
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MouseCursor = ImGuiInterops::ToSlateMouseCursor(ImGui::GetMouseCursor());
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// Begin a new frame and set the context back to a state in which it allows to draw controls.
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// Begin a new frame and set the context back to a state in which it allows to draw controls.
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BeginFrame(DeltaSeconds);
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BeginFrame(DeltaSeconds);
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// Update remaining context information.
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bWantsMouseCapture = ImGui::GetIO().WantCaptureMouse;
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}
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}
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}
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}
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@ -173,8 +175,6 @@ void FImGuiContextProxy::BeginFrame(float DeltaTime)
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ImGui::NewFrame();
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ImGui::NewFrame();
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bWantsMouseCapture = IO.WantCaptureMouse;
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bIsFrameStarted = true;
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bIsFrameStarted = true;
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bIsDrawEarlyDebugCalled = false;
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bIsDrawEarlyDebugCalled = false;
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bIsDrawDebugCalled = false;
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bIsDrawDebugCalled = false;
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@ -50,10 +50,7 @@ public:
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// Whether this context has an active item (read once per frame during context update).
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// Whether this context has an active item (read once per frame during context update).
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bool HasActiveItem() const { return bHasActiveItem; }
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bool HasActiveItem() const { return bHasActiveItem; }
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// Whether this context has mouse hovering any window (read once per frame during context update).
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// Whether ImGui will use the mouse inputs (read once per frame during context update).
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bool IsMouseHoveringAnyWindow() const { return bIsMouseHoveringAnyWindow; }
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// Whether ImGui will use the mouse inputs.
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bool WantsMouseCapture() const { return bWantsMouseCapture; }
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bool WantsMouseCapture() const { return bWantsMouseCapture; }
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// Cursor type desired by this context (updated once per frame during context update).
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// Cursor type desired by this context (updated once per frame during context update).
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@ -93,14 +90,12 @@ private:
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EMouseCursor::Type MouseCursor = EMouseCursor::None;
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EMouseCursor::Type MouseCursor = EMouseCursor::None;
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bool bHasActiveItem = false;
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bool bHasActiveItem = false;
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bool bIsMouseHoveringAnyWindow = false;
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bool bWantsMouseCapture = false;
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bool bIsFrameStarted = false;
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bool bIsFrameStarted = false;
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bool bIsDrawEarlyDebugCalled = false;
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bool bIsDrawEarlyDebugCalled = false;
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bool bIsDrawDebugCalled = false;
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bool bIsDrawDebugCalled = false;
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bool bWantsMouseCapture = false;
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FImGuiInputState InputState;
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FImGuiInputState InputState;
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TArray<FImGuiDrawList> DrawLists;
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TArray<FImGuiDrawList> DrawLists;
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