Lines Matching defs:button
245 io.MouseDown[0] = my_mouse_buttons[0]; // set the mouse button states
401 - 2018/03/12 (1.60) - removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the closing cross uses regular button colors now.
683 Button("OK"); // ID collision! Interacting with either button will trigger the first one.
1105 ButtonTextAlign = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text.
1106 SelectableTextAlign = ImVec2(0.0f,0.0f);// Alignment of selectable text when button is larger than text.
2713 // ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need need to fill the data.
3172 // With right mouse button we close popups without changing focus
3173 // (The left mouse button path calls FocusWindow which will lead NewFrame->ClosePopupsOverWindow to trigger)
3248 if (g.IO.MouseClicked[i]) // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation
4079 bool ImGui::IsMouseDown(int button)
4082 IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
4083 return g.IO.MouseDown[button];
4095 bool ImGui::IsMouseClicked(int button, bool repeat)
4098 IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
4099 const float t = g.IO.MouseDownDuration[button];
4113 bool ImGui::IsMouseReleased(int button)
4116 IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
4117 return g.IO.MouseReleased[button];
4120 bool ImGui::IsMouseDoubleClicked(int button)
4123 IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
4124 return g.IO.MouseDoubleClicked[button];
4127 bool ImGui::IsMouseDragging(int button, float lock_threshold)
4130 IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
4131 if (!g.IO.MouseDown[button])
4135 return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold;
4166 ImVec2 ImGui::GetMouseDragDelta(int button, float lock_threshold)
4169 IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
4172 if (g.IO.MouseDown[button])
4173 if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold)
4174 return g.IO.MousePos - g.IO.MouseClickedPos[button]; // Assume we can only get active with left-mouse button (at the moment).
4178 void ImGui::ResetMouseDragDelta(int button)
4181 IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
4183 g.IO.MouseClickedPos[button] = g.IO.MousePos;
4721 // Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window
4865 // - Passing 'bool* p_open' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed.
5045 // We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), so verify that we don't have items over the title bar.
5368 // Close & collapse button are on layer 1 (same as menus) and don't default focus
5374 // Collapse button
5379 // Close button
5392 // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker)
6936 // If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the popup.
7266 // (with higher index) to the right/downwards by an infinitesimal amount since we the current "best" button already (so it must have a lower index),
7303 // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback
8011 // Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise
8025 g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore.
8520 // We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive.