Internals, Inputs: *Breaking* Swapped parameter order of owner-aware versions of IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked(). (#456)

For several reasons those changes makes sense. They are being made because making some of those API public.
Only past users of imgui_internal.h with the extra parameters will be affected.
Added asserts for valid flags in various functions to detect _some_ misuses, BUT NOT ALL.
Amend 4448d975 (#456, #2637, #2620, #2891, #3370, #4828, #5108, #5242, #5641)
This commit is contained in:
ocornut 2024-05-22 14:21:53 +02:00
parent 900b29055c
commit 85513de247
4 changed files with 54 additions and 39 deletions

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@ -53,16 +53,6 @@ Breaking changes:
- Backends: SDL_Renderer2/SDL_Renderer3: and ImGui_ImplSDLRenderer2_RenderDrawData() and
ImGui_ImplSDLRenderer3_RenderDrawData() now takes a SDL_Renderer* parameter. This was previously
overlooked from the API but it will facilitate eventual support for multi-viewports.
- Inputs: (not public nor documented yet, but disclosing breaking changes
because I expect a few advanced users caught on owner-aware inputs system):
- (Internals) Renamed ImGuiKeyOwner_None to ImGuiKeyOwner_NoOwner, to make use more explicit and
reduce confusion with the default it is a non-zero value and cannot be the default value.
- (Internals) Shortcut(), SetShortcutRouting(): swapped last two parameters order in function signatures:
Before: Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0);
After: Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0, ImGuiID owner_id = 0);
- For several reasons those changes makes sense. They are being made because making some of
those API public. Only past users of imgui_internal.h with the extra parameters will be affected.
Added asserts for valid flags in various functions to detect _some_ misuses, BUT NOT ALL.
Other changes:
@ -86,6 +76,26 @@ Other changes:
calls in WndProc this is facilitating. (#6275) [@MennoVink]
- Backends, Examples: SDL3: updates for latest SDL3 API changes. (#7580) [@kuvaus, @ocornut]
Breaking changes IF you were using imgui_internal.h versions of Shortcut() or owner-aware
versions of IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked() prior to this version:
- Inputs (Internals) Renamed ImGuiKeyOwner_None to ImGuiKeyOwner_NoOwner, to make use more
explicit and reduce confusion with the fact it is a non-zero value and cannot be the
default value.
- Inputs (Internals) Shortcut(), SetShortcutRouting(): swapped last two parameters order
in function signatures:
Before: Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0);
After: Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0, ImGuiID owner_id = 0);
- Inputs (Internals): owner-aware versions of IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked():
swapped last two parameters order in function signatures:
Before: IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0);
After: IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id = 0);
Before: IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags = 0);
After: IsMouseClicked(ImGuiMouseButton button, ImGuiInputFlags flags, ImGuiID owner_id = 0);
- For several reasons those changes makes sense. They are being made because making some of
those API public. Only past users of imgui_internal.h with the extra parameters will be affected.
Added asserts for valid flags in various functions to detect _some_ misuses, BUT NOT ALL.
-----------------------------------------------------------------------
VERSION 1.90.6 (Released 2024-05-08)

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@ -434,6 +434,11 @@ CODE
- inputs (internals): Shortcut(), SetShortcutRouting(): swapped last two parameters order in function signatures:
- old: Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0);
- new: Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0, ImGuiID owner_id = 0);
- inputs (internals): owner-aware versions of IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked(): swapped last two parameters order in function signatures.
- old: IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0);
- new: IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id = 0);
- old: IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags = 0);
- new: IsMouseClicked(ImGuiMouseButton button, ImGuiInputFlags flags, ImGuiID owner_id = 0);
for various reasons those changes makes sense. They are being made because making some of those API public.
only past users of imgui_internal.h with the extra parameters will be affected. Added asserts for valid flags in various functions to detect _some_ misuses, BUT NOT ALL.
- 2024/05/16 (1.90.7) - inputs: on macOS X, Cmd and Ctrl keys are now automatically swapped by io.AddKeyEvent() as this naturally align with how macOS X uses those keys.
@ -8749,11 +8754,11 @@ bool ImGui::IsKeyDown(ImGuiKey key, ImGuiID owner_id)
bool ImGui::IsKeyPressed(ImGuiKey key, bool repeat)
{
return IsKeyPressed(key, ImGuiKeyOwner_Any, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None);
return IsKeyPressed(key, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None, ImGuiKeyOwner_Any);
}
// Important: unless legacy IsKeyPressed(ImGuiKey, bool repeat=true) which DEFAULT to repeat, this requires EXPLICIT repeat.
bool ImGui::IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags)
bool ImGui::IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id)
{
const ImGuiKeyData* key_data = GetKeyData(key);
if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
@ -8826,7 +8831,7 @@ bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat)
return IsMouseClicked(button, ImGuiKeyOwner_Any, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None);
}
bool ImGui::IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags)
bool ImGui::IsMouseClicked(ImGuiMouseButton button, ImGuiInputFlags flags, ImGuiID owner_id)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
@ -9652,7 +9657,7 @@ bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord)
}
// This is equivalent to comparing KeyMods + doing a IsKeyPressed()
bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id)
{
ImGuiContext& g = *GImGui;
key_chord = FixupKeyChord(key_chord);
@ -9664,7 +9669,7 @@ bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiIn
ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
if (key == ImGuiKey_None)
key = ConvertSingleModFlagToKey(mods);
if (!IsKeyPressed(key, owner_id, (flags & ImGuiInputFlags_RepeatMask_)))
if (!IsKeyPressed(key, (flags & ImGuiInputFlags_RepeatMask_), owner_id))
return false;
return true;
}
@ -9699,7 +9704,7 @@ bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID own
if ((flags & ImGuiInputFlags_Repeat) != 0 && (flags & ImGuiInputFlags_RepeatUntilMask_) == 0)
flags |= ImGuiInputFlags_RepeatUntilKeyModsChange;
if (!IsKeyChordPressed(key_chord, owner_id, flags))
if (!IsKeyChordPressed(key_chord, flags, owner_id))
return false;
IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByShortcut) == 0); // Passing flags not supported by this function!
return true;
@ -12130,9 +12135,9 @@ static void ImGui::NavUpdate()
if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
{
const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space, ImGuiKeyOwner_NoOwner)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate, ImGuiKeyOwner_NoOwner));
const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, ImGuiKeyOwner_NoOwner)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, ImGuiKeyOwner_NoOwner)));
const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, 0, ImGuiKeyOwner_NoOwner)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, 0, ImGuiKeyOwner_NoOwner)));
const bool input_down = (nav_keyboard_active && (IsKeyDown(ImGuiKey_Enter, ImGuiKeyOwner_NoOwner) || IsKeyDown(ImGuiKey_KeypadEnter, ImGuiKeyOwner_NoOwner))) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput, ImGuiKeyOwner_NoOwner));
const bool input_pressed = input_down && ((nav_keyboard_active && (IsKeyPressed(ImGuiKey_Enter, ImGuiKeyOwner_NoOwner) || IsKeyPressed(ImGuiKey_KeypadEnter, ImGuiKeyOwner_NoOwner))) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, ImGuiKeyOwner_NoOwner)));
const bool input_pressed = input_down && ((nav_keyboard_active && (IsKeyPressed(ImGuiKey_Enter, 0, ImGuiKeyOwner_NoOwner) || IsKeyPressed(ImGuiKey_KeypadEnter, 0, ImGuiKeyOwner_NoOwner))) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, 0, ImGuiKeyOwner_NoOwner)));
if (g.ActiveId == 0 && activate_pressed)
{
g.NavActivateId = g.NavId;
@ -12306,10 +12311,10 @@ void ImGui::NavUpdateCreateMoveRequest()
if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs))
{
const ImGuiInputFlags repeat_mode = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateNavMove;
if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadLeft, ImGuiKeyOwner_NoOwner, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_LeftArrow, ImGuiKeyOwner_NoOwner, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Left; }
if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadRight, ImGuiKeyOwner_NoOwner, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_RightArrow, ImGuiKeyOwner_NoOwner, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Right; }
if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadUp, ImGuiKeyOwner_NoOwner, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_UpArrow, ImGuiKeyOwner_NoOwner, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Up; }
if (!IsActiveIdUsingNavDir(ImGuiDir_Down) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadDown, ImGuiKeyOwner_NoOwner, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_DownArrow, ImGuiKeyOwner_NoOwner, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Down; }
if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadLeft, repeat_mode, ImGuiKeyOwner_NoOwner)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_LeftArrow, repeat_mode, ImGuiKeyOwner_NoOwner)))) { g.NavMoveDir = ImGuiDir_Left; }
if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadRight, repeat_mode, ImGuiKeyOwner_NoOwner)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_RightArrow, repeat_mode, ImGuiKeyOwner_NoOwner)))) { g.NavMoveDir = ImGuiDir_Right; }
if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadUp, repeat_mode, ImGuiKeyOwner_NoOwner)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_UpArrow, repeat_mode, ImGuiKeyOwner_NoOwner)))) { g.NavMoveDir = ImGuiDir_Up; }
if (!IsActiveIdUsingNavDir(ImGuiDir_Down) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadDown, repeat_mode, ImGuiKeyOwner_NoOwner)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_DownArrow, repeat_mode, ImGuiKeyOwner_NoOwner)))) { g.NavMoveDir = ImGuiDir_Down; }
}
g.NavMoveClipDir = g.NavMoveDir;
g.NavScoringNoClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX);
@ -12405,7 +12410,7 @@ void ImGui::NavUpdateCreateTabbingRequest()
if (window == NULL || g.NavWindowingTarget != NULL || (window->Flags & ImGuiWindowFlags_NoNavInputs))
return;
const bool tab_pressed = IsKeyPressed(ImGuiKey_Tab, ImGuiKeyOwner_NoOwner, ImGuiInputFlags_Repeat) && !g.IO.KeyCtrl && !g.IO.KeyAlt;
const bool tab_pressed = IsKeyPressed(ImGuiKey_Tab, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner) && !g.IO.KeyCtrl && !g.IO.KeyAlt;
if (!tab_pressed)
return;
@ -12543,7 +12548,7 @@ static void ImGui::NavUpdateCancelRequest()
ImGuiContext& g = *GImGui;
const bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
if (!(nav_keyboard_active && IsKeyPressed(ImGuiKey_Escape, ImGuiKeyOwner_NoOwner)) && !(nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, ImGuiKeyOwner_NoOwner)))
if (!(nav_keyboard_active && IsKeyPressed(ImGuiKey_Escape, 0, ImGuiKeyOwner_NoOwner)) && !(nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, 0, ImGuiKeyOwner_NoOwner)))
return;
IMGUI_DEBUG_LOG_NAV("[nav] NavUpdateCancelRequest()\n");
@ -12594,8 +12599,8 @@ static float ImGui::NavUpdatePageUpPageDown()
const bool page_up_held = IsKeyDown(ImGuiKey_PageUp, ImGuiKeyOwner_NoOwner);
const bool page_down_held = IsKeyDown(ImGuiKey_PageDown, ImGuiKeyOwner_NoOwner);
const bool home_pressed = IsKeyPressed(ImGuiKey_Home, ImGuiKeyOwner_NoOwner, ImGuiInputFlags_Repeat);
const bool end_pressed = IsKeyPressed(ImGuiKey_End, ImGuiKeyOwner_NoOwner, ImGuiInputFlags_Repeat);
const bool home_pressed = IsKeyPressed(ImGuiKey_Home, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner);
const bool end_pressed = IsKeyPressed(ImGuiKey_End, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner);
if (page_up_held == page_down_held && home_pressed == end_pressed) // Proceed if either (not both) are pressed, otherwise early out
return 0.0f;
@ -12605,9 +12610,9 @@ static float ImGui::NavUpdatePageUpPageDown()
if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY)
{
// Fallback manual-scroll when window has no navigable item
if (IsKeyPressed(ImGuiKey_PageUp, ImGuiKeyOwner_NoOwner, ImGuiInputFlags_Repeat))
if (IsKeyPressed(ImGuiKey_PageUp, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner))
SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight());
else if (IsKeyPressed(ImGuiKey_PageDown, ImGuiKeyOwner_NoOwner, ImGuiInputFlags_Repeat))
else if (IsKeyPressed(ImGuiKey_PageDown, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner))
SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight());
else if (home_pressed)
SetScrollY(window, 0.0f);
@ -12802,7 +12807,7 @@ static void ImGui::NavUpdateWindowing()
const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
const bool keyboard_next_window = allow_windowing && g.ConfigNavWindowingKeyNext && Shortcut(g.ConfigNavWindowingKeyNext, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways, owner_id);
const bool keyboard_prev_window = allow_windowing && g.ConfigNavWindowingKeyPrev && Shortcut(g.ConfigNavWindowingKeyPrev, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways, owner_id);
const bool start_windowing_with_gamepad = allow_windowing && nav_gamepad_active && !g.NavWindowingTarget && IsKeyPressed(ImGuiKey_NavGamepadMenu, 0, ImGuiInputFlags_None);
const bool start_windowing_with_gamepad = allow_windowing && nav_gamepad_active && !g.NavWindowingTarget && IsKeyPressed(ImGuiKey_NavGamepadMenu, ImGuiInputFlags_None);
const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && (keyboard_next_window || keyboard_prev_window); // Note: enabled even without NavEnableKeyboard!
if (start_windowing_with_gamepad || start_windowing_with_keyboard)
if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1))
@ -12861,7 +12866,7 @@ static void ImGui::NavUpdateWindowing()
// Keyboard: Press and Release ALT to toggle menu layer
const ImGuiKey windowing_toggle_keys[] = { ImGuiKey_LeftAlt, ImGuiKey_RightAlt };
for (ImGuiKey windowing_toggle_key : windowing_toggle_keys)
if (nav_keyboard_active && IsKeyPressed(windowing_toggle_key, ImGuiKeyOwner_NoOwner))
if (nav_keyboard_active && IsKeyPressed(windowing_toggle_key, 0, ImGuiKeyOwner_NoOwner))
{
g.NavWindowingToggleLayer = true;
g.NavWindowingToggleKey = windowing_toggle_key;

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@ -3267,11 +3267,11 @@ namespace ImGui
// 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.
IMGUI_API bool IsKeyDown(ImGuiKey key, ImGuiID owner_id);
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.
IMGUI_API bool IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id = 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_API bool IsKeyReleased(ImGuiKey key, ImGuiID owner_id);
IMGUI_API bool IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags = 0);
IMGUI_API bool IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id = 0);
IMGUI_API bool IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id);
IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags = 0);
IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, ImGuiInputFlags flags, ImGuiID owner_id = 0);
IMGUI_API bool IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id);
IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button, ImGuiID owner_id);

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@ -547,7 +547,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
for (int button = 0; button < 3; button++)
if (flags & (ImGuiButtonFlags_MouseButtonLeft << button)) // Handle ImGuiButtonFlags_MouseButtonRight and ImGuiButtonFlags_MouseButtonMiddle here.
{
if (IsMouseClicked(button, test_owner_id) && mouse_button_clicked == -1) { mouse_button_clicked = button; }
if (IsMouseClicked(button, ImGuiInputFlags_None, test_owner_id) && mouse_button_clicked == -1) { mouse_button_clicked = button; }
if (IsMouseReleased(button, test_owner_id) && mouse_button_released == -1) { mouse_button_released = button; }
}
@ -595,7 +595,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
// 'Repeat' mode acts when held regardless of _PressedOn flags (see table above).
// Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer RepeatDelay/RepeatRate settings.
if (g.ActiveId == id && (item_flags & ImGuiItemFlags_ButtonRepeat))
if (g.IO.MouseDownDuration[g.ActiveIdMouseButton] > 0.0f && IsMouseClicked(g.ActiveIdMouseButton, test_owner_id, ImGuiInputFlags_Repeat))
if (g.IO.MouseDownDuration[g.ActiveIdMouseButton] > 0.0f && IsMouseClicked(g.ActiveIdMouseButton, ImGuiInputFlags_Repeat, test_owner_id))
pressed = true;
}
@ -2468,7 +2468,7 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data,
if (!temp_input_is_active)
{
// Tabbing or CTRL-clicking on Drag turns it into an InputText
const bool clicked = hovered && IsMouseClicked(0, id);
const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id);
const bool double_clicked = (hovered && g.IO.MouseClickedCount[0] == 2 && TestKeyOwner(ImGuiKey_MouseLeft, id));
const bool make_active = (clicked || double_clicked || g.NavActivateId == id);
if (make_active && (clicked || double_clicked))
@ -3059,7 +3059,7 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat
if (!temp_input_is_active)
{
// Tabbing or CTRL-clicking on Slider turns it into an input box
const bool clicked = hovered && IsMouseClicked(0, id);
const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id);
const bool make_active = (clicked || g.NavActivateId == id);
if (make_active && clicked)
SetKeyOwner(ImGuiKey_MouseLeft, id);
@ -3221,7 +3221,7 @@ bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType d
format = DataTypeGetInfo(data_type)->PrintFmt;
const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.InFlags);
const bool clicked = hovered && IsMouseClicked(0, id);
const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id);
if (clicked || g.NavActivateId == id)
{
if (clicked)
@ -6769,7 +6769,7 @@ ImGuiTypingSelectRequest* ImGui::GetTypingSelectRequest(ImGuiTypingSelectFlags f
g.IO.InputQueueCharacters.resize(0);
// Handle backspace
if ((flags & ImGuiTypingSelectFlags_AllowBackspace) && IsKeyPressed(ImGuiKey_Backspace, 0, ImGuiInputFlags_Repeat))
if ((flags & ImGuiTypingSelectFlags_AllowBackspace) && IsKeyPressed(ImGuiKey_Backspace, ImGuiInputFlags_Repeat))
{
char* p = (char*)(void*)ImTextFindPreviousUtf8Codepoint(data->SearchBuffer, data->SearchBuffer + buffer_len);
*p = 0;