Internals, Inputs: Comments, alignment.
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@ -5605,7 +5605,7 @@ Other Changes:
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VERSION 1.08 (2014-08-25)
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VERSION 1.08 (2014-08-25)
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-----------------------------------------------------------------------
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-----------------------------------------------------------------------
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Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.09
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Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.08
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- Fixed ImGuiTextFilter trimming of leading/trailing blanks.
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- Fixed ImGuiTextFilter trimming of leading/trailing blanks.
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- Fixed file descriptor leak on LoadSettings() failure.
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- Fixed file descriptor leak on LoadSettings() failure.
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@ -1445,34 +1445,35 @@ struct ImGuiKeyOwnerData
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// Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function)
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// Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function)
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enum ImGuiInputFlags_
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enum ImGuiInputFlags_
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{
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{
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// Flags for IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked(), Shortcut()
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ImGuiInputFlags_None = 0,
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ImGuiInputFlags_None = 0,
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// Repeat mode
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// Flags for IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked(), Shortcut()
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// - Repeat mode
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ImGuiInputFlags_Repeat = 1 << 0, // Enable repeat. Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1.
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ImGuiInputFlags_Repeat = 1 << 0, // Enable repeat. Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1.
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ImGuiInputFlags_RepeatRateDefault = 1 << 1, // Repeat rate: Regular (default)
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ImGuiInputFlags_RepeatRateDefault = 1 << 1, // Repeat rate: Regular (default)
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ImGuiInputFlags_RepeatRateNavMove = 1 << 2, // Repeat rate: Fast
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ImGuiInputFlags_RepeatRateNavMove = 1 << 2, // Repeat rate: Fast
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ImGuiInputFlags_RepeatRateNavTweak = 1 << 3, // Repeat rate: Faster
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ImGuiInputFlags_RepeatRateNavTweak = 1 << 3, // Repeat rate: Faster
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// - Repeat mode: Specify when repeating key pressed can be interrupted.
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// Repeat mode: Specify when repeating key pressed can be interrupted.
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// - In theory ImGuiInputFlags_RepeatUntilOtherKeyPress may be a desirable default, but it would break too many behavior so everything is opt-in.
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// In theory ImGuiInputFlags_RepeatUntilOtherKeyPress may be a desirable default, but it would break too many behavior so everything is opt-in.
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ImGuiInputFlags_RepeatUntilRelease = 1 << 4, // Stop repeating when released (default for all functions except Shortcut). This only exists to allow overriding Shortcut() default behavior.
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ImGuiInputFlags_RepeatUntilRelease = 1 << 4, // Stop repeating when released (default for all functions except Shortcut). This only exists to allow overriding Shortcut() default behavior.
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ImGuiInputFlags_RepeatUntilKeyModsChange = 1 << 5, // Stop repeating when released OR if keyboard mods are changed (default for Shortcut)
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ImGuiInputFlags_RepeatUntilKeyModsChange = 1 << 5, // Stop repeating when released OR if keyboard mods are changed (default for Shortcut)
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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.
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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.
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ImGuiInputFlags_RepeatUntilOtherKeyPress = 1 << 7, // Stop repeating when released OR if any other keyboard key is pressed during the repeat
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ImGuiInputFlags_RepeatUntilOtherKeyPress = 1 << 7, // Stop repeating when released OR if any other keyboard key is pressed during the repeat
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// Flags for SetItemKeyOwner()
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// Flags for SetItemKeyOwner()
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// - Condition
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ImGuiInputFlags_CondHovered = 1 << 8, // Only set if item is hovered (default to both)
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ImGuiInputFlags_CondHovered = 1 << 8, // Only set if item is hovered (default to both)
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ImGuiInputFlags_CondActive = 1 << 9, // Only set if item is active (default to both)
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ImGuiInputFlags_CondActive = 1 << 9, // Only set if item is active (default to both)
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ImGuiInputFlags_CondDefault_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive,
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ImGuiInputFlags_CondDefault_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive,
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// Flags for SetKeyOwner(), SetItemKeyOwner()
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// Flags for SetKeyOwner(), SetItemKeyOwner()
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// 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.
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// - 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.
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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.
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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.
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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.
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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.
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// Routing policies for Shortcut() + low-level SetShortcutRouting()
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// Flags for Shortcut() and low-level SetShortcutRouting()
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// - The general idea is that several callers register interest in a shortcut, and only one owner gets it.
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// - Routing Policies
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// The general idea is that several callers register interest in a shortcut, and only one owner gets it.
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// Parent -> call Shortcut(Ctrl+S) // When Parent is focused, Parent gets the shortcut.
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// Parent -> call Shortcut(Ctrl+S) // When Parent is focused, Parent gets the shortcut.
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// Child1 -> call Shortcut(Ctrl+S) // When Child1 is focused, Child1 gets the shortcut (Child1 overrides Parent shortcuts)
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// Child1 -> call Shortcut(Ctrl+S) // When Child1 is focused, Child1 gets the shortcut (Child1 overrides Parent shortcuts)
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// Child2 -> no call // When Child2 is focused, Parent gets the shortcut.
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// Child2 -> no call // When Child2 is focused, Parent gets the shortcut.
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@ -3251,12 +3252,12 @@ namespace ImGui
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// - 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.
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// - 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.
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// - This is marked experimental because not all widgets are fully honoring the Set/Test idioms. We will need to move forward step by step.
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// - This is marked experimental because not all widgets are fully honoring the Set/Test idioms. We will need to move forward step by step.
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// Please open a GitHub Issue to submit your usage scenario or if there's a use case you need solved.
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// Please open a GitHub Issue to submit your usage scenario or if there's a use case you need solved.
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IMGUI_API ImGuiID GetKeyOwner(ImGuiKey key);
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IMGUI_API ImGuiID GetKeyOwner(ImGuiKey key);
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IMGUI_API void SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0);
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IMGUI_API void SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0);
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IMGUI_API void SetKeyOwnersForKeyChord(ImGuiKeyChord key, ImGuiID owner_id, ImGuiInputFlags flags = 0);
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IMGUI_API void SetKeyOwnersForKeyChord(ImGuiKeyChord key, ImGuiID owner_id, ImGuiInputFlags flags = 0);
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IMGUI_API void SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags = 0); // Set key owner to last item if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'.
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IMGUI_API void SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags = 0); // Set key owner to last item if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'.
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IMGUI_API bool TestKeyOwner(ImGuiKey key, ImGuiID owner_id); // Test that key is either not owned, either owned by 'owner_id'
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IMGUI_API bool TestKeyOwner(ImGuiKey key, ImGuiID owner_id); // Test that key is either not owned, either owned by 'owner_id'
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inline ImGuiKeyOwnerData* GetKeyOwnerData(ImGuiContext* ctx, ImGuiKey key) { if (key & ImGuiMod_Mask_) key = ConvertSingleModFlagToKey(key); IM_ASSERT(IsNamedKey(key)); return &ctx->KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN]; }
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inline ImGuiKeyOwnerData* GetKeyOwnerData(ImGuiContext* ctx, ImGuiKey key) { if (key & ImGuiMod_Mask_) key = ConvertSingleModFlagToKey(key); IM_ASSERT(IsNamedKey(key)); return &ctx->KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN]; }
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// [EXPERIMENTAL] High-Level: Input Access functions w/ support for Key/Input Ownership
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// [EXPERIMENTAL] High-Level: Input Access functions w/ support for Key/Input Ownership
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// - Important: legacy IsKeyPressed(ImGuiKey, bool repeat=true) _DEFAULTS_ to repeat, new IsKeyPressed() requires _EXPLICIT_ ImGuiInputFlags_Repeat flag.
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// - Important: legacy IsKeyPressed(ImGuiKey, bool repeat=true) _DEFAULTS_ to repeat, new IsKeyPressed() requires _EXPLICIT_ ImGuiInputFlags_Repeat flag.
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@ -3264,32 +3265,34 @@ namespace ImGui
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// - Specifying a value for 'ImGuiID owner' will test that EITHER the key is NOT owned (UNLESS locked), EITHER the key is owned by 'owner'.
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// - Specifying a value for 'ImGuiID owner' will test that EITHER the key is NOT owned (UNLESS locked), EITHER the key is owned by 'owner'.
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// Legacy functions use ImGuiKeyOwner_Any meaning that they typically ignore ownership, unless a call to SetKeyOwner() explicitly used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease.
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// Legacy functions use ImGuiKeyOwner_Any meaning that they typically ignore ownership, unless a call to SetKeyOwner() explicitly used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease.
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// - Binding generators may want to ignore those for now, or suffix them with Ex() until we decide if this gets moved into public API.
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// - Binding generators may want to ignore those for now, or suffix them with Ex() until we decide if this gets moved into public API.
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IMGUI_API bool IsKeyDown(ImGuiKey key, ImGuiID owner_id);
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IMGUI_API bool IsKeyDown(ImGuiKey key, ImGuiID owner_id);
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IMGUI_API bool IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 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.
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IMGUI_API bool IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 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.
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IMGUI_API bool IsKeyReleased(ImGuiKey key, ImGuiID owner_id);
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IMGUI_API bool IsKeyReleased(ImGuiKey key, ImGuiID owner_id);
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IMGUI_API bool IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id);
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IMGUI_API bool IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags = 0);
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IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags = 0);
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IMGUI_API bool IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id);
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IMGUI_API bool IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id);
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IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags = 0);
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IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button, ImGuiID owner_id);
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IMGUI_API bool IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id);
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IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button, ImGuiID owner_id);
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// [EXPERIMENTAL] Shortcut Routing
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// [EXPERIMENTAL] Shortcut Routing
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// - ImGuiKeyChord = a ImGuiKey optionally OR-red with ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super.
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// - ImGuiKeyChord = a ImGuiKey optionally OR-red with ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super.
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// ImGuiKey_C (accepted by functions taking ImGuiKey or ImGuiKeyChord)
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// ImGuiKey_C (accepted by functions taking ImGuiKey or ImGuiKeyChord)
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// ImGuiKey_C | ImGuiMod_Ctrl (accepted by functions taking ImGuiKeyChord)
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// ImGuiKey_C | ImGuiMod_Ctrl (accepted by functions taking ImGuiKeyChord)
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// ONLY ImGuiMod_XXX values are legal to 'OR' with an ImGuiKey. You CANNOT 'OR' two ImGuiKey values.
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// ONLY ImGuiMod_XXX values are legal to 'OR' with an ImGuiKey. You CANNOT 'OR' two ImGuiKey values.
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// - 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.
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// - When using one of the routing option, e.g. ImGuiInputFlags_RouteFocused:
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// - Routes are resolved during NewFrame(): if keyboard modifiers are matching current ones: SetKeyOwner() is called + route is granted for the frame.
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// - Routes are requested given a chord (key + modifiers) and a routing policy.
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// - Route is granted to a single owner. When multiple requests are made we have policies to select the winning route.
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// - Routes are resolved during NewFrame(): if keyboard modifiers are matching current ones: SetKeyOwner() is called + route is granted for the frame.
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// - Multiple read sites may use the same owner id and will all get the granted route.
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// - 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).
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// - For routing: when owner_id is 0 we use the current Focus Scope ID as a default owner in order to identify our location.
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// - Multiple read sites may use the same owner id can all access the granted route.
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// - When owner_id is 0 we use the current Focus Scope ID as a owner ID in order to identify our location.
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// - TL;DR;
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// - TL;DR;
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// - IsKeyChordPressed() compares mods + call IsKeyPressed() -> function has no side-effect.
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// - IsKeyChordPressed() compares mods + call IsKeyPressed() -> function has no side-effect.
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// - Shortcut() submits a route then if currently can be routed calls IsKeyChordPressed() -> function has (desirable) side-effects.
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// - Shortcut() submits a route then if currently can be routed calls IsKeyChordPressed() -> function has (desirable) side-effects.
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IMGUI_API bool IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags = 0);
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// - Use Tools->Metrics/Debugger->Inputs to view input routes.
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IMGUI_API void SetNextItemShortcut(ImGuiKeyChord key_chord);
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IMGUI_API void SetNextItemShortcut(ImGuiKeyChord key_chord);
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IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0);
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IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0);
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IMGUI_API bool SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags = 0); // owner_id needs to be explicit and cannot be 0
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IMGUI_API bool SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags = 0); // owner_id needs to be explicit and cannot be 0
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IMGUI_API bool TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id);
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IMGUI_API bool TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id);
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IMGUI_API ImGuiKeyRoutingData* GetShortcutRoutingData(ImGuiKeyChord key_chord);
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IMGUI_API ImGuiKeyRoutingData* GetShortcutRoutingData(ImGuiKeyChord key_chord);
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// [EXPERIMENTAL] Focus Scope
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// [EXPERIMENTAL] Focus Scope
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