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◆ SDL_Event
◆ ImGui_ImplSDL2_InitForD3D()
◆ ImGui_ImplSDL2_InitForMetal()
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForMetal |
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SDL_Window * |
window | ) |
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◆ ImGui_ImplSDL2_InitForOpenGL()
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL |
( |
SDL_Window * |
window, |
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void * |
sdl_gl_context |
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) |
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◆ ImGui_ImplSDL2_InitForVulkan()
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan |
( |
SDL_Window * |
window | ) |
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◆ ImGui_ImplSDL2_NewFrame()
◆ ImGui_ImplSDL2_ProcessEvent()
◆ ImGui_ImplSDL2_SetActiveWindowOverride()
IMGUI_IMPL_API void ImGui_ImplSDL2_SetActiveWindowOverride |
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bool |
override_state | ) |
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Special function used to override active window checks.
When the engine is hooked using Qt (aka, when the engine is rendering to a viewport in the editing kit), SDL simply refuses to set the active window state - and there is no way to override this using SDL alone.
The solution implemented is to add an optional override check that can be called when using Qt. When this is set to true
, ImGUI will always behave as though the window is focused - which may or may not cause issues. It is best to keep this state consistent with the focused state of the Qt5 widget itself.
- Parameters
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override_state | - Whether or not to behave as though the engine viewport is focused. |
◆ ImGui_ImplSDL2_Shutdown()