// Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function)
// Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function)
enumImGuiInputFlags_
enumImGuiInputFlags_
{
{
// Flags for IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked(), Shortcut()
ImGuiInputFlags_None=0,
ImGuiInputFlags_None=0,
// Repeat mode
// Flags for IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked(), Shortcut()
// - Repeat mode
ImGuiInputFlags_Repeat=1<<0,// Enable repeat. Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1.
ImGuiInputFlags_Repeat=1<<0,// Enable repeat. Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1.
// - Repeat mode: Specify when repeating key pressed can be interrupted.
// Repeat mode: Specify when repeating key pressed can be interrupted.
// - In theory ImGuiInputFlags_RepeatUntilOtherKeyPress may be a desirable default, but it would break too many behavior so everything is opt-in.
// In theory ImGuiInputFlags_RepeatUntilOtherKeyPress may be a desirable default, but it would break too many behavior so everything is opt-in.
ImGuiInputFlags_RepeatUntilRelease=1<<4,// Stop repeating when released (default for all functions except Shortcut). This only exists to allow overriding Shortcut() default behavior.
ImGuiInputFlags_RepeatUntilRelease=1<<4,// Stop repeating when released (default for all functions except Shortcut). This only exists to allow overriding Shortcut() default behavior.
ImGuiInputFlags_RepeatUntilKeyModsChange=1<<5,// Stop repeating when released OR if keyboard mods are changed (default for Shortcut)
ImGuiInputFlags_RepeatUntilKeyModsChange=1<<5,// Stop repeating when released OR if keyboard mods are changed (default for Shortcut)
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_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
ImGuiInputFlags_RepeatUntilOtherKeyPress=1<<7,// Stop repeating when released OR if any other keyboard key is pressed during the repeat
// Flags for SetItemKeyOwner()
// Flags for SetItemKeyOwner()
// - Condition
ImGuiInputFlags_CondHovered=1<<8,// Only set if item is hovered (default to both)
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)
ImGuiInputFlags_CondActive=1<<9,// Only set if item is active (default to both)
// 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.
// - 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_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_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.
// Routing policies for Shortcut() + low-level SetShortcutRouting()
// Flags for Shortcut() and low-level SetShortcutRouting()
// - The general idea is that several callers register interest in a shortcut, and only one owner gets it.
// - Routing Policies
// The general idea is that several callers register interest in a shortcut, and only one owner gets it.
// Parent -> call Shortcut(Ctrl+S) // When Parent is focused, Parent gets the shortcut.
// Parent -> call Shortcut(Ctrl+S) // When Parent is focused, Parent gets the shortcut.
// Child1 -> call Shortcut(Ctrl+S) // When Child1 is focused, Child1 gets the shortcut (Child1 overrides Parent shortcuts)
// Child1 -> call Shortcut(Ctrl+S) // When Child1 is focused, Child1 gets the shortcut (Child1 overrides Parent shortcuts)
// Child2 -> no call // When Child2 is focused, Parent gets the shortcut.
// Child2 -> no call // When Child2 is focused, Parent gets the shortcut.
@ -3251,12 +3252,12 @@ namespace ImGui
// - SetItemKeyOwner() is a shortcut for common simple case. A custom widget will probably want to call SetKeyOwner() multiple times directly based on its interaction state.
// - SetItemKeyOwner() is a shortcut for common simple case. A custom widget will probably want to call SetKeyOwner() multiple times directly based on its interaction state.
// - This is marked experimental because not all widgets are fully honoring the Set/Test idioms. We will need to move forward step by step.
// - This is marked experimental because not all widgets are fully honoring the Set/Test idioms. We will need to move forward step by step.
// Please open a GitHub Issue to submit your usage scenario or if there's a use case you need solved.
// Please open a GitHub Issue to submit your usage scenario or if there's a use case you need solved.
IMGUI_APIvoidSetItemKeyOwner(ImGuiKeykey,ImGuiInputFlagsflags=0);// Set key owner to last item if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'.
IMGUI_APIvoidSetItemKeyOwner(ImGuiKeykey,ImGuiInputFlagsflags=0);// Set key owner to last item if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'.
IMGUI_APIboolTestKeyOwner(ImGuiKeykey,ImGuiIDowner_id);// Test that key is either not owned, either owned by 'owner_id'
IMGUI_APIboolTestKeyOwner(ImGuiKeykey,ImGuiIDowner_id);// Test that key is either not owned, either owned by 'owner_id'
// [EXPERIMENTAL] High-Level: Input Access functions w/ support for Key/Input Ownership
// [EXPERIMENTAL] High-Level: Input Access functions w/ support for Key/Input Ownership
// - Important: legacy IsKeyPressed(ImGuiKey, bool repeat=true) _DEFAULTS_ to repeat, new IsKeyPressed() requires _EXPLICIT_ ImGuiInputFlags_Repeat flag.
// - Important: legacy IsKeyPressed(ImGuiKey, bool repeat=true) _DEFAULTS_ to repeat, new IsKeyPressed() requires _EXPLICIT_ ImGuiInputFlags_Repeat flag.
@ -3264,32 +3265,34 @@ namespace ImGui
// - Specifying a value for 'ImGuiID owner' will test that EITHER the key is NOT owned (UNLESS locked), EITHER the key is owned by 'owner'.
// - Specifying a value for 'ImGuiID owner' will test that EITHER the key is NOT owned (UNLESS locked), EITHER the key is owned by 'owner'.
// Legacy functions use ImGuiKeyOwner_Any meaning that they typically ignore ownership, unless a call to SetKeyOwner() explicitly used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease.
// Legacy functions use ImGuiKeyOwner_Any meaning that they typically ignore ownership, unless a call to SetKeyOwner() explicitly used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease.
// - Binding generators may want to ignore those for now, or suffix them with Ex() until we decide if this gets moved into public API.
// - Binding generators may want to ignore those for now, or suffix them with Ex() until we decide if this gets moved into public API.
IMGUI_APIboolIsKeyPressed(ImGuiKeykey,ImGuiIDowner_id,ImGuiInputFlagsflags=0);// Important: when transitioning from old to new IsKeyPressed(): old API has "bool repeat = true", so would default to repeat. New API requiress explicit ImGuiInputFlags_Repeat.
IMGUI_APIboolIsKeyPressed(ImGuiKeykey,ImGuiIDowner_id,ImGuiInputFlagsflags=0);// Important: when transitioning from old to new IsKeyPressed(): old API has "bool repeat = true", so would default to repeat. New API requiress explicit ImGuiInputFlags_Repeat.
// - ImGuiKeyChord = a ImGuiKey optionally OR-red with ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super.
// - ImGuiKeyChord = a ImGuiKey optionally OR-red with ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super.
// ImGuiKey_C (accepted by functions taking ImGuiKey or ImGuiKeyChord)
// ImGuiKey_C (accepted by functions taking ImGuiKey or ImGuiKeyChord)
// ImGuiKey_C | ImGuiMod_Ctrl (accepted by functions taking ImGuiKeyChord)
// ImGuiKey_C | ImGuiMod_Ctrl (accepted by functions taking ImGuiKeyChord)
// ONLY ImGuiMod_XXX values are legal to 'OR' with an ImGuiKey. You CANNOT 'OR' two ImGuiKey values.
// ONLY ImGuiMod_XXX values are legal to 'OR' with an ImGuiKey. You CANNOT 'OR' two ImGuiKey values.
// - When using one of the routing flags (e.g. ImGuiInputFlags_RouteFocused): routes requested ahead of time given a chord (key + modifiers) and a routing policy.
// - When using one of the routing option, e.g. ImGuiInputFlags_RouteFocused:
// - Routes are resolved during NewFrame(): if keyboard modifiers are matching current ones: SetKeyOwner() is called + route is granted for the frame.
// - Routes are requested given a chord (key + modifiers) and a routing policy.
// - Route is granted to a single owner. When multiple requests are made we have policies to select the winning route.
// - Routes are resolved during NewFrame(): if keyboard modifiers are matching current ones: SetKeyOwner() is called + route is granted for the frame.
// - Multiple read sites may use the same owner id and will all get the granted route.
// - One route may be granted to a single owner. When multiple requests are made we have policies to select the winning route (e.g. deep most window).
// - For routing: when owner_id is 0 we use the current Focus Scope ID as a default owner in order to identify our location.
// - Multiple read sites may use the same owner id can all access the granted route.
// - When owner_id is 0 we use the current Focus Scope ID as a owner ID in order to identify our location.
// - TL;DR;
// - TL;DR;
// - IsKeyChordPressed() compares mods + call IsKeyPressed() -> function has no side-effect.
// - IsKeyChordPressed() compares mods + call IsKeyPressed() -> function has no side-effect.
// - Shortcut() submits a route then if currently can be routed calls IsKeyChordPressed() -> function has (desirable) side-effects.
// - Shortcut() submits a route then if currently can be routed calls IsKeyChordPressed() -> function has (desirable) side-effects.