Shortcuts: rename ImGuiInputFlags_RouteGlobalHighest to ImGuiInputFlags_RouteGlobalOverActive, made ImGuiInputFlags_RouteGlobalOverFocused and ImGuiInputFlags_RouteGlobalOverActive flags. (#456)
// Manually register ownership of our mods. Using ImGuiInputFlags_RouteGlobalHighest in the Shortcut() calls instead would probably be correct but may have more side-effects.
// Manually register ownership of our mods. Using a global route in the Shortcut() calls instead would probably be correct but may have more side-effects.
ImGuiInputFlags_Repeat=1<<0,// Enable repeat. Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1.
// Flags for Shortcut(), SetNextItemShortcut()
// - Routing policies: RouteGlobalOverActive >> RouteActive or RouteFocused (if owner is active item) >> RouteGlobalOverFocused >> RouteFocused (if in focused window stack) >> RouteGlobal.
// - Default policy is RouteFocused. Can select only 1 policy among all available.
// - Priorities: RouteGlobalHighest >> RouteActiveItem or RouteFocused (if owner is active item) >> RouteGlobalOverFocused >> RouteFocused (if in focused window stack) >> RouteGlobal.
ImGuiInputFlags_RouteFocused=1<<12,// Focus stack route (default): Accept inputs if window is in focus stack. Deep-most focused window takes inputs. ActiveId takes inputs over deep-most focused window.
ImGuiInputFlags_RouteActive=1<<13,// Route to active item only.
ImGuiInputFlags_RouteGlobal=1<<14,// Global route (normal priority): unless a focused window or active item registered the route) -> recommended Global priority.
ImGuiInputFlags_RouteGlobalOverFocused=1<<15,// Global route (higher priority): unless an active item registered the route, e.g. CTRL+A registered by InputText will take priority over this.
ImGuiInputFlags_RouteGlobalHighest=1<<16,// Global route (highest priority): unlikely you need to use that: will interfere with every active items, e.g. CTRL+A registered by InputText will be overridden by this. May not be fully honored as user/internal code is likely to always assume they can access keys when active.
ImGuiInputFlags_RouteAlways=1<<17,// Do not register route, poll keys directly.
ImGuiInputFlags_RouteUnlessBgFocused=1<<18,// Option: global routes will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications.
ImGuiInputFlags_RouteFromRootWindow=1<<19,// Option: route evaluated from the point of view of root window rather than current window.
ImGuiInputFlags_RouteActive=1<<10,// Route to active item only.
ImGuiInputFlags_RouteFocused=1<<11,// Route to windows in the focus stack (DEFAULT). Deep-most focused window takes inputs. Active item takes inputs over deep-most focused window.
ImGuiInputFlags_RouteGlobal=1<<12,// Global route (unless a focused window or active item registered the route).
ImGuiInputFlags_RouteAlways=1<<13,// Do not register route, poll keys directly.
// - Routing options
ImGuiInputFlags_RouteGlobalOverFocused=1<<14,// Option: global route, higher priority than focused route (unless active item in focused route). automatically sets ImGuiInputFlags_RouteGlobal.
ImGuiInputFlags_RouteGlobalOverActive=1<<15,// Option: global route, higher priority than active item. Unlikely you need to use that: will interfere with every active items, e.g. CTRL+A registered by InputText will be overridden by this. May not be fully honored as user/internal code is likely to always assume they can access keys when active. Automatically sets ImGuiInputFlags_RouteGlobal.
ImGuiInputFlags_RouteUnlessBgFocused=1<<16,// Option: global route will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications.
ImGuiInputFlags_RouteFromRootWindow=1<<17,// Option: route evaluated from the point of view of root window rather than current window.
// Flags for SetNextItemShortcut()
ImGuiInputFlags_Tooltip=1<<20,// Automatically display a tooltip when hovering item.
ImGuiInputFlags_Tooltip=1<<18,// Automatically display a tooltip when hovering item.
ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone=1<<6,// Stop repeating when released OR if keyboard mods are leaving the None state. Allows going from Mod+Key to Key by releasing Mod.
ImGuiInputFlags_RepeatUntilOtherKeyPress=1<<7,// Stop repeating when released OR if any other keyboard key is pressed during the repeat
// Flags for SetItemKeyOwner()
// - Condition
ImGuiInputFlags_CondHovered=1<<8,// Only set if item is hovered (default to both)
ImGuiInputFlags_CondActive=1<<9,// Only set if item is active (default to both)
// - Locking key away from non-input aware code. Locking is useful to make input-owner-aware code steal keys from non-input-owner-aware code. If all code is input-owner-aware locking would never be necessary.
ImGuiInputFlags_LockThisFrame=1<<10,// Further accesses to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared at end of frame.
ImGuiInputFlags_LockUntilRelease=1<<11,// Further accesses to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared when the key is released or at end of each frame if key is released.
ImGuiInputFlags_LockThisFrame=1<<20,// Further accesses to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared at end of frame.
ImGuiInputFlags_LockUntilRelease=1<<21,// Further accesses to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared when the key is released or at end of each frame if key is released.
// - Condition for SetItemKeyOwner()
ImGuiInputFlags_CondHovered=1<<22,// Only set if item is hovered (default to both)
ImGuiInputFlags_CondActive=1<<23,// Only set if item is active (default to both)