基本上,GUI中存在的所有控件的确也存在于GUILayout中,但是它们缺少通常在其中指定其位置和大小的position参数。 所有内置的GUILayout控件只是使用了许多GUILayoutUtility.GetRect的重载来为控件保留一个Rect。layout控件只是从layout系统中获取一个rect,然后调用与该rect等效的GUI.XXX。 GUI的position对位GUILayout函数末尾的...
current;switch(e.type){caseEventType.MouseDown:if(e.button==0&&lineRect.Contains(e.mousePosition)){isDragging=true;e.Use();}break;caseEventType.MouseDrag:if(isDragging){floatmousePositionX=e.mousePosition.x;ratio=Mathf.Clamp(mousePositionX/rect.width,0f,1f);e.Use();}break;caseEventType.Mous...
Same as GetMouseClickedCount() == 1. IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down) IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button); // did mouse button double-clicked? Same as GetMouseClickedCount() ==...
public static void AddCursorRect(Rect position, MouseCursor mouse) { if (Event.current.type == EventType.Repaint) { // unclip the local position Vector2 min = UnClip(position.min, GraphEditorWindow.current.ScrollOffset); Vector2 max = UnClip(position.max, GraphEditorWindow.current.ScrollOffset...
IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as an end-user (mouse/keyboard controls). IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.80 WIP" (essentially the value for IMGUI_VERSION from ...
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***For children within the parent window even when the parent rescales they retain their 'real' pixel location rather than the scaled location - so if they are outside the bounds of the "real" pixels window boundaries when moved from 150% monitor to 100% they will get left behind, or ...
("Mouse X")*Vector3.up*HeadSpeed*Time.deltaTime);//左键发射炮弹if(Input.GetMouseButtonDown(0)){Fire();}}//捡武器行为publicvoidChangeWeapon(GameObject weapon){nowWeapon=weapon.GetComponent<Weapon>();//依附成为子对象___待优化weapon.gameObject.transform.position=Head.GetChild(0).transform.position...
if(ImGui::IsMouseDragging(0)&&isDragging) { ImVec2 newPos=ImGui::GetIO().MousePos-dragOffset; ImGui::SetCursorPos(newPos); } if(ImGui::IsMouseReleased(0)) { isDragging=false; } 在上述示例中,我们使用Button控件实现了一个可拖拽的窗口。当点击按钮并且鼠标左键按下时,我们记录下初始位置和...
{// 可以在这之前调用ImGui的UI部分}voidGameApp::DrawScene(){// 可以在这之前调用ImGui的UI部分// Direct3D 绘制部分ImGui::Render();// 下面这句话会触发ImGui在Direct3D的绘制// 因此需要在此之前将后备缓冲区绑定到渲染管线上ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());HR(m_p...