diff --git a/imgui.cpp b/imgui.cpp index 0b00b84..1f73d56 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -694,6 +694,7 @@ static ImGuiWindow* GetCurrentWindow() { + IM_ASSERT(GImGui.CurrentWindow != NULL); // ImGui::NewFrame() hasn't been called yet? GImGui.CurrentWindow->Accessed = true; return GImGui.CurrentWindow; } diff --git a/imgui.cpp b/imgui.cpp index 0b00b84..1f73d56 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -694,6 +694,7 @@ static ImGuiWindow* GetCurrentWindow() { + IM_ASSERT(GImGui.CurrentWindow != NULL); // ImGui::NewFrame() hasn't been called yet? GImGui.CurrentWindow->Accessed = true; return GImGui.CurrentWindow; } diff --git a/imgui.h b/imgui.h index 88cc02c..42b1f9c 100644 --- a/imgui.h +++ b/imgui.h @@ -391,10 +391,13 @@ bool KeysDown[512]; // Keyboard keys that are pressed (in whatever order user naturally has access to keyboard data) char InputCharacters[16]; // List of characters input (translated by user from keypress+keyboard state). Fill using AddInputCharacter() helper. - // Output - Retrieve after calling NewFrame(), you can use them to discard inputs for the rest of your application + // Output - Retrieve after calling NewFrame(), you can use them to discard inputs or hide them from the rest of your application bool WantCaptureMouse; // ImGui is using your mouse input (= window is being hovered or widget is active). bool WantCaptureKeyboard; // imGui is using your keyboard input (= widget is active). + // Function + void AddInputCharacter(char c); // Helper to add a new character into InputCharacters[] + // [Internal] ImGui will maintain those fields for you ImVec2 MousePosPrev; ImVec2 MouseDelta; @@ -406,7 +409,6 @@ float KeysDownTime[512]; ImGuiIO(); - void AddInputCharacter(char c); // Helper to add a new character into InputCharacters[] }; //-----------------------------------------------------------------------------