@ -294,7 +294,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- font: fix AddRemapChar() to work before atlas has been built.
- font: (api breaking) remove "TTF" from symbol names. also because it now supports OTF.
- font/opt: Considering storing standalone AdvanceX table as 16-bit fixed point integer?
- font/opt: Glyph currently 40 bytes (2+9*4). Consider storing UV as 16bits integer? (->32 bytes). X0/Y0/X1/Y1 as 16 fixed-point integers? Or X0/Y0 as float and X1/Y1 as fixed8_8?
- font/opt: Glyph currently 40 bytes (2+9*4). Consider storing UV as 16-bits integer? (->32 bytes). X0/Y0/X1/Y1 as 16 fixed-point integers? Or X0/Y0 as float and X1/Y1 as fixed8_8?
- nav: some features such as PageUp/Down/Home/End should probably work without ImGuiConfigFlags_NavEnableKeyboard? (where do we draw the line? how about CTRL+Tab)
! nav: never clear NavId on some setup (e.g. gamepad centric)
IM_ASSERT(&g.IO==this&&"Can only add events to current context.");
IM_ASSERT(ImGui::IsNamedKeyOrModKey(key));// Backend needs to pass a valid ImGuiKey_ constant. 0..511 values are legacy native key codes which are not accepted by this API.
IM_ASSERT(!ImGui::IsAliasKey(key));// Backend cannot submit ImGuiKey_MouseXXX values they are automatically inferred from AddMouseXXX() events.
IM_ASSERT(key!=ImGuiMod_Shortcut);// We could easily support the translation here but it seems saner to not accept it (TestEngine perform a translation itself)
// Verify that backend isn't mixing up using new io.AddKeyEvent() api and old io.KeysDown[] + io.KeyMap[] data.
// Other state maintained from data above + IO function calls
ImGuiKeyChordKeyMods;// Key mods flags (any of ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Alt/ImGuiMod_Super flags, same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags). Read-only, updated by NewFrame()
ImGuiKeyChordKeyMods;// Key mods flags (any of ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Alt/ImGuiMod_Super flags, same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags. DOES NOT CONTAINS ImGuiMod_Shortcut which is pretranslated). Read-only, updated by NewFrame()
ImGuiKeyDataKeysData[ImGuiKey_KeysData_SIZE];// Key state for all known keys. Use IsKeyXXX() functions to access this.
boolWantCaptureMouseUnlessPopupClose;// Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup.
ImVec2MousePosPrev;// Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
ImU16Mods;// Technically we'd only need 4 bits but for simplify we store ImGuiMod_ values which need 16 bits.
ImU16Mods;// Technically we'd only need 4-bits but for simplify we store ImGuiMod_ values which need 16-bits. ImGuiMod_Shortcut is already translated to Ctrl/Super.
ImU8RoutingNextScore;// Lower is better (0: perfect score)
ImGuiIDRoutingCurr;
ImGuiIDRoutingNext;
@ -2864,18 +2864,21 @@ namespace ImGui
// Inputs
// FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions.