// - Case 3: tab forward wrap: set result to first eligible item (preemptively), on ref id set counter, on next frame if counter hasn't elapsed store result. // FIXME-TABBING: Could be done as a next-frame forwarded request
// - Case 4: tab backward: store all results, on ref id pick prev, stop storing
// - Case 5: tab backward wrap: store all results, on ref id if no result keep storing until last // FIXME-TABBING: Could be done as next-frame forwarded requested
// (this is ALWAYS ENABLED, regardless of ImGuiConfigFlags_NavEnableKeyboard flag!)
// Initially this was designed to use counters and modulo arithmetic, but that could not work with unsubmitted items (list clipper). Instead we use a strategy close to other move requests.
// See NavProcessItemForTabbingRequest() for a description of the various forward/backward tabbing cases with and without wrapping.
//// FIXME: We use (g.ActiveId == 0) but (g.NavDisableHighlight == false) might be righter once we can tab through anything
NavMoveRequestSubmit(ImGuiDir_None,clip_dir,ImGuiNavMoveFlags_Tabbing,scroll_flags);// FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
// Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit)
// We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents.
BeginTooltip();
boolret=BeginTooltip();
IM_ASSERT(ret);// FIXME-NEWBEGIN: If this ever becomes false, we need to Begin("##Hidden", NULL, ImGuiWindowFlags_NoSavedSettings) + SetWindowHiddendAndSkipItemsForCurrentFrame().
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM > 12345')
#define IMGUI_VERSION "1.89.4 WIP"
#define IMGUI_VERSION_NUM 18935
#define IMGUI_VERSION_NUM 18936
#define IMGUI_HAS_TABLE
#define IMGUI_HAS_VIEWPORT // Viewport WIP branch
#define IMGUI_HAS_DOCK // Docking WIP branch
@ -414,8 +414,8 @@ namespace ImGui
IMGUI_APIvoidPushStyleVar(ImGuiStyleVaridx,floatval);// modify a style float variable. always use this if you modify the style after NewFrame().
IMGUI_APIvoidPushStyleVar(ImGuiStyleVaridx,constImVec2&val);// modify a style ImVec2 variable. always use this if you modify the style after NewFrame().
IMGUI_APIvoidPopStyleVar(intcount=1);
IMGUI_APIvoidPushAllowKeyboardFocus(boolallow_keyboard_focus);// == tab stop enable. Allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
IMGUI_APIvoidPopAllowKeyboardFocus();
IMGUI_APIvoidPushTabStop(booltab_stop);// == tab stop enable. Allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
IMGUI_APIvoidPopTabStop();
IMGUI_APIvoidPushButtonRepeat(boolrepeat);// in 'repeat' mode, Button*() functions return repeated true in a typematic manner (using io.KeyRepeatDelay/io.KeyRepeatRate setting). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame.
IMGUI_APIvoidPopButtonRepeat();
@ -674,8 +674,8 @@ namespace ImGui
// Tooltips
// - Tooltip are windows following the mouse. They do not take focus away.
IMGUI_APIvoidBeginTooltip();// begin/append a tooltip window. to create full-featured tooltip (with any kind of items).
IMGUI_APIvoidEndTooltip();
IMGUI_APIboolBeginTooltip();// begin/append a tooltip window. to create full-featured tooltip (with any kind of items).
IMGUI_APIvoidEndTooltip();// only call EndTooltip() if BeginTooltip() returns true!
IMGUI_APIvoidSetTooltip(constchar*fmt,...)IM_FMTARGS(1);// set a text-only tooltip, typically use with ImGui::IsItemHovered(). override any previous call to SetTooltip().
ImGuiConfigFlags_NavEnableKeyboard=1<<0,// Master keyboard navigation enable flag. Enable full Tabbing + directional arrows + space/enter to activate.
ImGuiConfigFlags_NavEnableGamepad=1<<1,// Master gamepad navigation enable flag. Backend also needs to set ImGuiBackendFlags_HasGamepad.
ImGuiConfigFlags_NavEnableSetMousePos=1<<2,// Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your backend, otherwise ImGui will react as if the mouse is jumping around back and forth.
ImGuiConfigFlags_NavNoCaptureKeyboard=1<<3,// Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set.
IMGUI_APIboolImageButton(ImTextureIDuser_texture_id,constImVec2&size,constImVec2&uv0=ImVec2(0,0),constImVec2&uv1=ImVec2(1,1),intframe_padding=-1,constImVec4&bg_col=ImVec4(0,0,0,0),constImVec4&tint_col=ImVec4(1,1,1,1));// Use new ImageButton() signature (explicit item id, regular FramePadding)
ImGuiItemFlags_NoTabStop=1<<0,// false // Disable keyboard tabbing (FIXME: should merge with _NoNav)
ImGuiItemFlags_NoTabStop=1<<0,// false // Disable keyboard tabbing. This is a "lighter" version of ImGuiItemFlags_NoNav.
ImGuiItemFlags_ButtonRepeat=1<<1,// false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings.
ImGuiItemFlags_Disabled=1<<2,// false // Disable interactions but doesn't affect visuals. See BeginDisabled()/EndDisabled(). See github.com/ocornut/imgui/issues/211
ImGuiItemFlags_NoNav=1<<3,// false // Disable keyboard/gamepad directional navigation (FIXME: should merge with _NoTabStop)
ImGuiItemFlags_NoNav=1<<3,// false // Disable any form of focusing (keyboard/gamepad directional navigation and SetKeyboardFocusHere() calls)
ImGuiItemFlags_NoNavDefaultFocus=1<<4,// false // Disable item being a candidate for default focus (e.g. used by title bar items)
ImGuiItemFlags_SelectableDontClosePopup=1<<5,// false // Disable MenuItem/Selectable() automatically closing their popup window
ImGuiItemFlags_MixedValue=1<<6,// false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets)
if(flags&(ImGuiInputTextFlags_CallbackCompletion|ImGuiInputTextFlags_AllowTabInput))// Disable keyboard tabbing out as we will use the \t character.
SetKeyOwner(ImGuiKey_Tab,id);
SetShortcutRouting(ImGuiKey_Tab,id);
}
// We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function)