Merge branch 'master' into docking

This commit is contained in:
ocornut
2022-11-08 20:44:04 +01:00
5 changed files with 654 additions and 130 deletions

517
imgui.cpp
View File

@@ -3618,7 +3618,7 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
// Clear declaration of inputs claimed by the widget
// (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet)
g.ActiveIdUsingNavDirMask = 0x00;
g.ActiveIdUsingKeyInputMask.ClearAllBits();
g.ActiveIdUsingAllKeyboardKeys = false;
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
g.ActiveIdUsingNavInputMask = 0x00;
#endif
@@ -3634,7 +3634,6 @@ void ImGui::SetHoveredID(ImGuiID id)
ImGuiContext& g = *GImGui;
g.HoveredId = id;
g.HoveredIdAllowOverlap = false;
g.HoveredIdUsingMouseWheel = false;
if (id != 0 && g.HoveredIdPreviousFrame != id)
g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f;
}
@@ -4282,6 +4281,45 @@ static void UpdateAliasKey(ImGuiKey key, bool v, float analog_value)
key_data->AnalogValue = analog_value;
}
// Rewrite routing data buffers to strip old entries + sort by key to make queries not touch scattered data.
// Entries D,A,B,B,A,C,B --> A,A,B,B,B,C,D
// Index A:1 B:2 C:5 D:0 --> A:0 B:2 C:5 D:6
// See 'Metrics->Key Owners & Shortcut Routing' to visualize the result of that operation.
static void UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt)
{
ImGuiContext& g = *GImGui;
rt->EntriesNext.resize(0);
for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
{
const int new_routing_start_idx = rt->EntriesNext.Size;
ImGuiKeyRoutingData* routing_entry;
for (int old_routing_idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; old_routing_idx != -1; old_routing_idx = routing_entry->NextEntryIndex)
{
routing_entry = &rt->Entries[old_routing_idx];
routing_entry->RoutingCurr = routing_entry->RoutingNext; // Update entry
routing_entry->RoutingNext = ImGuiKeyOwner_None;
routing_entry->RoutingNextScore = 255;
if (routing_entry->RoutingCurr == ImGuiKeyOwner_None)
continue;
rt->EntriesNext.push_back(*routing_entry); // Write alive ones into new buffer
// Apply routing to owner if there's no owner already (RoutingCurr == None at this point)
if (routing_entry->Mods == g.IO.KeyMods)
{
ImGuiKeyOwnerData* owner_data = ImGui::GetKeyOwnerData(key);
if (owner_data->OwnerCurr == ImGuiKeyOwner_None)
owner_data->OwnerCurr = routing_entry->RoutingCurr;
}
}
// Rewrite linked-list
rt->Index[key - ImGuiKey_NamedKey_BEGIN] = (ImGuiKeyRoutingIndex)(new_routing_start_idx < rt->EntriesNext.Size ? new_routing_start_idx : -1);
for (int n = new_routing_start_idx; n < rt->EntriesNext.Size; n++)
rt->EntriesNext[n].NextEntryIndex = (ImGuiKeyRoutingIndex)((n + 1 < rt->EntriesNext.Size) ? n + 1 : -1);
}
rt->Entries.swap(rt->EntriesNext); // Swap new and old indexes
}
// [Internal] Do not use directly (should read io.KeyMods instead)
static ImGuiKeyChord GetMergedModsFromBools()
{
@@ -4383,12 +4421,25 @@ static void ImGui::UpdateKeyboardInputs()
}
// Update keys
for (int i = 0; i < IM_ARRAYSIZE(io.KeysData); i++)
for (int i = 0; i < ImGuiKey_KeysData_SIZE; i++)
{
ImGuiKeyData* key_data = &io.KeysData[i];
key_data->DownDurationPrev = key_data->DownDuration;
key_data->DownDuration = key_data->Down ? (key_data->DownDuration < 0.0f ? 0.0f : key_data->DownDuration + io.DeltaTime) : -1.0f;
}
// Update keys/input owner (named keys only): one entry per key
for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
{
ImGuiKeyData* key_data = &io.KeysData[key - ImGuiKey_KeysData_OFFSET];
ImGuiKeyOwnerData* owner_data = &g.KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN];
owner_data->OwnerCurr = owner_data->OwnerNext;
if (!key_data->Down) // Important: ownership is released on the frame after a release. Ensure a 'MouseDown -> CloseWindow -> MouseUp' chain doesn't lead to someone else seeing the MouseUp.
owner_data->OwnerNext = ImGuiKeyOwner_None;
owner_data->LockThisFrame = owner_data->LockUntilRelease = owner_data->LockUntilRelease && key_data->Down; // Clear LockUntilRelease when key is not Down anymore
}
UpdateKeyRoutingTable(&g.KeysRoutingTable);
}
static void ImGui::UpdateMouseInputs()
@@ -4480,13 +4531,9 @@ void ImGui::UpdateMouseWheel()
LockWheelingWindow(NULL);
}
const bool hovered_id_using_mouse_wheel = (g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrameUsingMouseWheel);
const bool active_id_using_mouse_wheel_x = g.ActiveIdUsingKeyInputMask.TestBit(ImGuiKey_MouseWheelX);
const bool active_id_using_mouse_wheel_y = g.ActiveIdUsingKeyInputMask.TestBit(ImGuiKey_MouseWheelY);
ImVec2 wheel;
wheel.x = (!hovered_id_using_mouse_wheel && !active_id_using_mouse_wheel_x) ? g.IO.MouseWheelH : 0.0f;
wheel.y = (!hovered_id_using_mouse_wheel && !active_id_using_mouse_wheel_y) ? g.IO.MouseWheel : 0;
wheel.x = TestKeyOwner(ImGuiKey_MouseWheelX, ImGuiKeyOwner_None) ? g.IO.MouseWheelH : 0.0f;
wheel.y = TestKeyOwner(ImGuiKey_MouseWheelY, ImGuiKeyOwner_None) ? g.IO.MouseWheel : 0.0f;
if (wheel.x == 0.0f && wheel.y == 0.0f)
return;
@@ -4724,10 +4771,8 @@ void ImGui::NewFrame()
if (g.HoveredId && g.ActiveId != g.HoveredId)
g.HoveredIdNotActiveTimer += g.IO.DeltaTime;
g.HoveredIdPreviousFrame = g.HoveredId;
g.HoveredIdPreviousFrameUsingMouseWheel = g.HoveredIdUsingMouseWheel;
g.HoveredId = 0;
g.HoveredIdAllowOverlap = false;
g.HoveredIdUsingMouseWheel = false;
g.HoveredIdDisabled = false;
// Clear ActiveID if the item is not alive anymore.
@@ -4755,7 +4800,10 @@ void ImGui::NewFrame()
if (g.ActiveId == 0)
{
g.ActiveIdUsingNavDirMask = 0x00;
g.ActiveIdUsingKeyInputMask.ClearAllBits();
g.ActiveIdUsingAllKeyboardKeys = false;
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
g.ActiveIdUsingNavInputMask = 0x00;
#endif
}
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
@@ -4766,7 +4814,7 @@ void ImGui::NewFrame()
// If your custom widget code used: { g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel); }
// Since IMGUI_VERSION_NUM >= 18804 it should be: { SetActiveIdUsingKey(ImGuiKey_Escape); SetActiveIdUsingKey(ImGuiKey_NavGamepadCancel); }
if (g.ActiveIdUsingNavInputMask & (1 << ImGuiNavInput_Cancel))
SetActiveIdUsingKey(ImGuiKey_Escape);
SetKeyOwner(ImGuiKey_Escape, g.ActiveId);
if (g.ActiveIdUsingNavInputMask & ~(1 << ImGuiNavInput_Cancel))
IM_ASSERT(0); // Other values unsupported
}
@@ -4981,6 +5029,9 @@ void ImGui::Shutdown()
g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;
g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL;
g.MovingWindow = NULL;
g.KeysRoutingTable.Clear();
g.ColorStack.clear();
g.StyleVarStack.clear();
g.FontStack.clear();
@@ -5661,29 +5712,13 @@ void ImGui::SetItemAllowOverlap()
g.ActiveIdAllowOverlap = true;
}
void ImGui::SetItemUsingMouseWheel()
{
ImGuiContext& g = *GImGui;
ImGuiID id = g.LastItemData.ID;
if (g.HoveredId == id)
g.HoveredIdUsingMouseWheel = true;
if (g.ActiveId == id)
{
g.ActiveIdUsingKeyInputMask.SetBit(ImGuiKey_MouseWheelX);
g.ActiveIdUsingKeyInputMask.SetBit(ImGuiKey_MouseWheelY);
}
}
// FIXME: It might be undesirable that this will likely disable KeyOwner-aware shortcuts systems. Consider a more fine-tuned version for the two users of this function.
void ImGui::SetActiveIdUsingAllKeyboardKeys()
{
ImGuiContext& g = *GImGui;
IM_ASSERT(g.ActiveId != 0);
g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_COUNT) - 1;
g.ActiveIdUsingKeyInputMask.SetBitRange(ImGuiKey_Keyboard_BEGIN, ImGuiKey_Keyboard_END);
//g.ActiveIdUsingKeyInputMask.SetBit(ImGuiKey_ModCtrl);
//g.ActiveIdUsingKeyInputMask.SetBit(ImGuiKey_ModShift);
//g.ActiveIdUsingKeyInputMask.SetBit(ImGuiKey_ModAlt);
//g.ActiveIdUsingKeyInputMask.SetBit(ImGuiKey_ModSuper);
g.ActiveIdUsingAllKeyboardKeys = true;
NavMoveRequestCancel();
}
@@ -8558,7 +8593,7 @@ int ImGui::GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float repeat_ra
{
ImGuiContext& g = *GImGui;
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 input ownership)
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)
return 0;
const float t = key_data->DownDuration;
return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate);
@@ -8572,31 +8607,177 @@ ImVec2 ImGui::GetKeyVector2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key
GetKeyData(key_down)->AnalogValue - GetKeyData(key_up)->AnalogValue);
}
// owner_id may be None/Any, but routing_id needs to be always be set, so we default to GetCurrentFocusScope().
static inline ImGuiID GetRoutingIdFromOwnerId(ImGuiID owner_id)
{
ImGuiContext& g = *GImGui;
return (owner_id != ImGuiKeyOwner_None && owner_id != ImGuiKeyOwner_Any) ? owner_id : g.CurrentFocusScopeId;
}
ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord)
{
// Majority of shortcuts will be Key + any number of Mods
// We accept _Single_ mod with ImGuiKey_None.
// - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl); // Legal
// - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl | ImGuiMod_Shift); // Legal
// - Shortcut(ImGuiMod_Ctrl); // Legal
// - Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift); // Not legal
ImGuiContext& g = *GImGui;
ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable;
ImGuiKeyRoutingData* routing_data;
ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);
if (key == ImGuiKey_None)
key = ConvertSingleModFlagToKey(mods);
IM_ASSERT(IsNamedKey(key));
// Get (in the majority of case, the linked list will have one element so this should be 2 reads.
// Subsequent elements will be contiguous in memory as list is sorted/rebuilt in NewFrame).
for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; idx = routing_data->NextEntryIndex)
{
routing_data = &rt->Entries[idx];
if (routing_data->Mods == mods)
return routing_data;
}
// Add
ImGuiKeyRoutingIndex idx = (ImGuiKeyRoutingIndex)rt->Entries.Size;
rt->Entries.push_back(ImGuiKeyRoutingData());
routing_data = &rt->Entries[idx];
routing_data->Mods = (ImU16)mods;
routing_data->NextEntryIndex = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; // Setup linked list
rt->Index[key - ImGuiKey_NamedKey_BEGIN] = idx;
return routing_data;
}
// Request a desired route for an input chord (key + mods).
// Return true if the route is available this frame.
// - Routes and key ownership are attributed at the beginning of next frame based on best score and mod state.
// (Conceptually this does a "Submit for next frame" + "Test for current frame".
// As such, it could be called TrySetXXX or SubmitXXX, or the Submit and Test operations should be separate.)
// - Using 'owner_id == ImGuiKeyOwner_Any/0': auto-assign an owner based on current focus scope (each window has its focus scope by default)
// - Using 'owner_id == ImGuiKeyOwner_None': allows disabling/locking a shortcut.
bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
{
ImGuiContext& g = *GImGui;
if ((flags & ImGuiInputFlags_RouteMask_) == 0)
flags |= ImGuiInputFlags_RouteGlobalHigh; // IMPORTANT: This is the default for SetShortcutRouting() but NOT Shortcut()
else
IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteMask_)); // Check that only 1 routing flag is used
if (flags & ImGuiInputFlags_RouteUnlessBgFocused)
if (g.NavWindow == NULL)
return false;
if (flags & ImGuiInputFlags_RouteAlways)
return true;
// Current score encoding (lower is highest priority):
// - 0: ImGuiInputFlags_RouteGlobalHigh
// - 1: ImGuiInputFlags_RouteFocused (if item active)
// - 2: ImGuiInputFlags_RouteGlobal
// - 3+: ImGuiInputFlags_RouteFocused (if window in focus-stack)
// - 254: ImGuiInputFlags_RouteGlobalLow
// - 255: none
int score = 255;
if (flags & ImGuiInputFlags_RouteFocused)
{
ImGuiWindow* location = g.CurrentWindow;
ImGuiWindow* focused = g.NavWindow;
if (g.ActiveId != 0 && g.ActiveId == owner_id)
{
// ActiveID gets top priority
// (we don't check g.ActiveIdUsingAllKeys here. Routing is applied but if input ownership is tested later it may discard it)
score = 1;
}
else if (focused != NULL && focused->RootWindow == location->RootWindow) // Early out
{
// Score based on distance to focused window (lower is better)
// Assuming both windows are submitting a routing request,
// - When Window....... is focused -> Window scores 3 (best), Window/ChildB scores 255 (no match)
// - When Window/ChildB is focused -> Window scores 4, Window/ChildB scores 3 (best)
// Assuming only WindowA is submitting a routing request,
// - When Window/ChildB is focused -> Window scores 4 (best), Window/ChildB doesn't have a score.
for (int next_score = 3; focused != NULL; next_score++)
{
if (focused == location)
{
IM_ASSERT(next_score < 255);
score = (ImU8)next_score;
break;
}
focused = (focused->RootWindow != focused) ? focused->ParentWindow : NULL; // FIXME: This could be later abstracted as a focus path
}
}
}
else
{
if (flags & ImGuiInputFlags_RouteGlobal)
score = 2;
else if (flags & ImGuiInputFlags_RouteGlobalLow)
score = 254;
else // ImGuiInputFlags_RouteGlobalHigh is default, so call to SetShorcutRouting() without no flags are not conditional
score = 0;
}
if (score == 255)
return false;
// Submit routing for NEXT frame (assuming score is sufficient)
// FIXME: Could expose a way to use a "serve last" policy for same score resolution (using <= instead of <).
ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord);
const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id);
//const bool set_route = (flags & ImGuiInputFlags_ServeLast) ? (score <= routing_data->RoutingNextScore) : (score < routing_data->RoutingNextScore);
if (score < routing_data->RoutingNextScore)
{
routing_data->RoutingNext = routing_id;
routing_data->RoutingNextScore = (ImU8)score;
}
// Return routing state for CURRENT frame
return routing_data->RoutingCurr == routing_id;
}
// Currently unused by core (but used by tests)
// Note: this cannot be turned into GetShortcutRouting() because we do the owner_id->routing_id translation, name would be more misleading.
bool ImGui::TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id)
{
const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id);
ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord);
return routing_data->RoutingCurr == routing_id;
}
// Note that Dear ImGui doesn't know the meaning/semantic of ImGuiKey from 0..511: they are legacy native keycodes.
// Consider transitioning from 'IsKeyDown(MY_ENGINE_KEY_A)' (<1.87) to IsKeyDown(ImGuiKey_A) (>= 1.87)
bool ImGui::IsKeyDown(ImGuiKey key)
{
return IsKeyDown(key, ImGuiKeyOwner_Any);
}
bool ImGui::IsKeyDown(ImGuiKey key, ImGuiID owner_id)
{
const ImGuiKeyData* key_data = GetKeyData(key);
if (!key_data->Down)
return false;
if (!TestKeyOwner(key, owner_id))
return false;
return true;
}
bool ImGui::IsKeyPressed(ImGuiKey key, bool repeat)
{
return IsKeyPressedEx(key, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None);
return IsKeyPressed(key, ImGuiKeyOwner_Any, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None);
}
// Important: unlike legacy IsKeyPressed(ImGuiKey, bool repeat=true) which DEFAULT to repeat, this requires EXPLICIT repeat.
// [Internal] 2022/07: Do not call this directly! It is a temporary entry point which we will soon replace with an overload for IsKeyPressed() when we introduce key ownership.
bool ImGui::IsKeyPressedEx(ImGuiKey key, ImGuiInputFlags flags)
// 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)
{
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 input ownership)
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)
return false;
const float t = key_data->DownDuration;
if (t < 0.0f)
return false;
IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function!
bool pressed = (t == 0.0f);
if (!pressed && ((flags & ImGuiInputFlags_Repeat) != 0))
@@ -8605,17 +8786,25 @@ bool ImGui::IsKeyPressedEx(ImGuiKey key, ImGuiInputFlags flags)
GetTypematicRepeatRate(flags, &repeat_delay, &repeat_rate);
pressed = (t > repeat_delay) && GetKeyPressedAmount(key, repeat_delay, repeat_rate) > 0;
}
if (!pressed)
return false;
if (!TestKeyOwner(key, owner_id))
return false;
return true;
}
bool ImGui::IsKeyReleased(ImGuiKey key)
{
return IsKeyReleased(key, ImGuiKeyOwner_Any);
}
bool ImGui::IsKeyReleased(ImGuiKey key, ImGuiID owner_id)
{
const ImGuiKeyData* key_data = GetKeyData(key);
if (key_data->DownDurationPrev < 0.0f || key_data->Down)
return false;
if (!TestKeyOwner(key, owner_id))
return false;
return true;
}
@@ -8623,35 +8812,62 @@ bool ImGui::IsMouseDown(ImGuiMouseButton button)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
return g.IO.MouseDown[button];
return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // should be same as IsKeyDown(MouseButtonToKey(button), ImGuiKeyOwner_Any), but this allows legacy code hijacking the io.Mousedown[] array.
}
bool ImGui::IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyDown(MouseButtonToKey(button), owner_id), but this allows legacy code hijacking the io.Mousedown[] array.
}
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)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
if (!g.IO.MouseDown[button]) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on input ownership)
if (!g.IO.MouseDown[button]) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
return false;
const float t = g.IO.MouseDownDuration[button];
if (t == 0.0f)
return true;
if (repeat && t > g.IO.KeyRepeatDelay)
return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0;
return false;
if (t < 0.0f)
return false;
IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function!
const bool repeat = (flags & ImGuiInputFlags_Repeat) != 0;
const bool pressed = (t == 0.0f) || (repeat && t > g.IO.KeyRepeatDelay && CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0);
if (!pressed)
return false;
if (!TestKeyOwner(MouseButtonToKey(button), owner_id))
return false;
return true;
}
bool ImGui::IsMouseReleased(ImGuiMouseButton button)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
return g.IO.MouseReleased[button];
return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // Should be same as IsKeyReleased(MouseButtonToKey(button), ImGuiKeyOwner_Any)
}
bool ImGui::IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyReleased(MouseButtonToKey(button), owner_id)
}
bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
return g.IO.MouseClickedCount[button] == 2;
return g.IO.MouseClickedCount[button] == 2 && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any);
}
int ImGui::GetMouseClickedCount(ImGuiMouseButton button)
@@ -8918,6 +9134,122 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
g.IO.ClearInputKeys();
}
ImGuiID ImGui::GetKeyOwner(ImGuiKey key)
{
if (!IsNamedKeyOrModKey(key))
return ImGuiKeyOwner_None;
ImGuiContext& g = *GImGui;
ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(key);
ImGuiID owner_id = owner_data->OwnerCurr;
if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId)
if ((key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END) || key == ImGuiMod_Ctrl || key == ImGuiMod_Shift || key == ImGuiMod_Alt || key == ImGuiMod_Super)
return ImGuiKeyOwner_None;
return owner_id;
}
// TestKeyOwner(..., ID) : (owner == None || owner == ID)
// TestKeyOwner(..., None) : (owner == None)
// TestKeyOwner(..., Any) : no owner test
// All paths are also testing for key not being locked, for the rare cases that key have been locked with using ImGuiInputFlags_LockXXX flags.
bool ImGui::TestKeyOwner(ImGuiKey key, ImGuiID owner_id)
{
if (!IsNamedKeyOrModKey(key))
return true;
ImGuiContext& g = *GImGui;
if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId)
if ((key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END) || key == ImGuiMod_Ctrl || key == ImGuiMod_Shift || key == ImGuiMod_Alt || key == ImGuiMod_Super)
return false;
ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(key);
if (owner_id == ImGuiKeyOwner_Any)
return (owner_data->LockThisFrame == false);
// Note: SetKeyOwner() sets OwnerCurr. It is not strictly required for most mouse routing overlap (because of ActiveId/HoveredId
// are acting as filter before this has a chance to filter), but sane as soon as user tries to look into things.
// Setting OwnerCurr in SetKeyOwner() is more consistent than testing OwnerNext here: would be inconsistent with getter and other functions.
if (owner_data->OwnerCurr != owner_id)
{
if (owner_data->LockThisFrame)
return false;
if (owner_data->OwnerCurr != ImGuiKeyOwner_None)
return false;
}
return true;
}
// _LockXXX flags are useful to lock keys away from code which is not input-owner aware.
// When using _LockXXX flags, you can use ImGuiKeyOwner_Any to lock keys from everyone.
// - SetKeyOwner(..., None) : clears owner
// - SetKeyOwner(..., Any, !Lock) : illegal (assert)
// - SetKeyOwner(..., Any or None, Lock) : set lock
void ImGui::SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags)
{
IM_ASSERT(IsNamedKeyOrModKey(key) && (owner_id != ImGuiKeyOwner_Any || (flags & (ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease)))); // Can only use _Any with _LockXXX flags (to eat a key away without an ID to retrieve it)
IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetKeyOwner) == 0); // Passing flags not supported by this function!
ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(key);
owner_data->OwnerCurr = owner_data->OwnerNext = owner_id;
// We cannot lock by default as it would likely break lots of legacy code.
// In the case of using LockUntilRelease while key is not down we still lock during the frame (no key_data->Down test)
owner_data->LockUntilRelease = (flags & ImGuiInputFlags_LockUntilRelease) != 0;
owner_data->LockThisFrame = (flags & ImGuiInputFlags_LockThisFrame) != 0 || (owner_data->LockUntilRelease);
}
// This is more or less equivalent to:
// if (IsItemHovered() || IsItemActive())
// SetKeyOwner(key, GetItemID());
// Extensive uses of that (e.g. many calls for a single item) may want to manually perform the tests once and then call SetKeyOwner() multiple times.
// More advanced usage scenarios may want to call SetKeyOwner() manually based on different condition.
// Worth noting is that only one item can be hovered and only one item can be active, therefore this usage pattern doesn't need to bother with routing and priority.
void ImGui::SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags)
{
ImGuiContext& g = *GImGui;
ImGuiID id = g.LastItemData.ID;
if (id == 0 || (g.HoveredId != id && g.ActiveId != id))
return;
if ((flags & ImGuiInputFlags_CondMask_) == 0)
flags |= ImGuiInputFlags_CondDefault_;
if ((g.HoveredId == id && (flags & ImGuiInputFlags_CondHovered)) || (g.ActiveId == id && (flags & ImGuiInputFlags_CondActive)))
{
IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetItemKeyOwner) == 0); // Passing flags not supported by this function!
SetKeyOwner(key, id, flags & ~ImGuiInputFlags_CondMask_);
}
}
// - Need to decide how to handle shortcut translations for Non-Mac <> Mac
// - Ideas: https://github.com/ocornut/imgui/issues/456#issuecomment-264390864
bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
{
ImGuiContext& g = *GImGui;
// When using (owner_id == 0/Any): SetShortcutRouting() will use CurrentFocusScopeId and filter with this, so IsKeyPressed() is fine with he 0/Any.
if ((flags & ImGuiInputFlags_RouteMask_) == 0)
flags |= ImGuiInputFlags_RouteFocused;
if (!SetShortcutRouting(key_chord, owner_id, flags))
return false;
ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);
if (g.IO.KeyMods != mods)
return false;
// Special storage location for mods
if (key == ImGuiKey_None)
key = ConvertSingleModFlagToKey(mods);
if (!IsKeyPressed(key, owner_id, (flags & (ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_))))
return false;
IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByShortcut) == 0); // Passing flags not supported by this function!
return true;
}
//-----------------------------------------------------------------------------
// [SECTION] ERROR CHECKING
@@ -11360,10 +11692,10 @@ 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 && IsKeyPressedEx(ImGuiKey_GamepadDpadLeft, repeat_mode)) || (nav_keyboard_active && IsKeyPressedEx(ImGuiKey_LeftArrow, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Left; }
if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && ((nav_gamepad_active && IsKeyPressedEx(ImGuiKey_GamepadDpadRight, repeat_mode)) || (nav_keyboard_active && IsKeyPressedEx(ImGuiKey_RightArrow, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Right; }
if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && ((nav_gamepad_active && IsKeyPressedEx(ImGuiKey_GamepadDpadUp, repeat_mode)) || (nav_keyboard_active && IsKeyPressedEx(ImGuiKey_UpArrow, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Up; }
if (!IsActiveIdUsingNavDir(ImGuiDir_Down) && ((nav_gamepad_active && IsKeyPressedEx(ImGuiKey_GamepadDpadDown, repeat_mode)) || (nav_keyboard_active && IsKeyPressedEx(ImGuiKey_DownArrow, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Down; }
if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadLeft, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_LeftArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Left; }
if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadRight, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_RightArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Right; }
if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadUp, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_UpArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Up; }
if (!IsActiveIdUsingNavDir(ImGuiDir_Down) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadDown, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_DownArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Down; }
}
g.NavMoveClipDir = g.NavMoveDir;
g.NavScoringNoClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX);
@@ -11452,7 +11784,7 @@ void ImGui::NavUpdateCreateTabbingRequest()
if (window == NULL || g.NavWindowingTarget != NULL || (window->Flags & ImGuiWindowFlags_NoNavInputs))
return;
const bool tab_pressed = IsKeyPressed(ImGuiKey_Tab, true) && !IsActiveIdUsingKey(ImGuiKey_Tab) && !g.IO.KeyCtrl && !g.IO.KeyAlt;
const bool tab_pressed = IsKeyPressed(ImGuiKey_Tab, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat) && !g.IO.KeyCtrl && !g.IO.KeyAlt;
if (!tab_pressed)
return;
@@ -11570,14 +11902,13 @@ 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, false)) && !(nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, false)))
if (!(nav_keyboard_active && IsKeyPressed(ImGuiKey_Escape, ImGuiKeyOwner_None)) && !(nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, ImGuiKeyOwner_None)))
return;
IMGUI_DEBUG_LOG_NAV("[nav] NavUpdateCancelRequest()\n");
if (g.ActiveId != 0)
{
if (!IsActiveIdUsingKey(ImGuiKey_Escape) && !IsActiveIdUsingKey(ImGuiKey_NavGamepadCancel))
ClearActiveID();
ClearActiveID();
}
else if (g.NavLayer != ImGuiNavLayer_Main)
{
@@ -11621,10 +11952,10 @@ static float ImGui::NavUpdatePageUpPageDown()
if ((window->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL)
return 0.0f;
const bool page_up_held = IsKeyDown(ImGuiKey_PageUp) && !IsActiveIdUsingKey(ImGuiKey_PageUp);
const bool page_down_held = IsKeyDown(ImGuiKey_PageDown) && !IsActiveIdUsingKey(ImGuiKey_PageDown);
const bool home_pressed = IsKeyPressed(ImGuiKey_Home) && !IsActiveIdUsingKey(ImGuiKey_Home);
const bool end_pressed = IsKeyPressed(ImGuiKey_End) && !IsActiveIdUsingKey(ImGuiKey_End);
const bool page_up_held = IsKeyDown(ImGuiKey_PageUp, ImGuiKeyOwner_None);
const bool page_down_held = IsKeyDown(ImGuiKey_PageDown, ImGuiKeyOwner_None);
const bool home_pressed = IsKeyPressed(ImGuiKey_Home, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat);
const bool end_pressed = IsKeyPressed(ImGuiKey_End, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat);
if (page_up_held == page_down_held && home_pressed == end_pressed) // Proceed if either (not both) are pressed, otherwise early out
return 0.0f;
@@ -11634,9 +11965,9 @@ static float ImGui::NavUpdatePageUpPageDown()
if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll)
{
// Fallback manual-scroll when window has no navigable item
if (IsKeyPressed(ImGuiKey_PageUp, true))
if (IsKeyPressed(ImGuiKey_PageUp, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat))
SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight());
else if (IsKeyPressed(ImGuiKey_PageDown, true))
else if (IsKeyPressed(ImGuiKey_PageDown, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat))
SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight());
else if (home_pressed)
SetScrollY(window, 0.0f);
@@ -11824,8 +12155,10 @@ static void ImGui::NavUpdateWindowing()
// Start CTRL+Tab or Square+L/R window selection
const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
const bool start_windowing_with_gamepad = allow_windowing && nav_gamepad_active && !g.NavWindowingTarget && IsKeyPressed(ImGuiKey_NavGamepadMenu, false);
const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && io.KeyCtrl && IsKeyPressed(ImGuiKey_Tab, false); // Note: enabled even without NavEnableKeyboard!
const bool keyboard_next_window = allow_windowing && g.ConfigNavWindowingKeyNext && Shortcut(g.ConfigNavWindowingKeyNext, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways);
const bool keyboard_prev_window = allow_windowing && g.ConfigNavWindowingKeyPrev && Shortcut(g.ConfigNavWindowingKeyPrev, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways);
const bool start_windowing_with_gamepad = allow_windowing && nav_gamepad_active && !g.NavWindowingTarget && IsKeyPressed(ImGuiKey_NavGamepadMenu, 0, 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))
{
@@ -11867,17 +12200,19 @@ static void ImGui::NavUpdateWindowing()
if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Keyboard)
{
// Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise
ImGuiKeyChord shared_mods = ((g.ConfigNavWindowingKeyNext ? g.ConfigNavWindowingKeyNext : ImGuiMod_Mask_) & (g.ConfigNavWindowingKeyPrev ? g.ConfigNavWindowingKeyPrev : ImGuiMod_Mask_)) & ImGuiMod_Mask_;
IM_ASSERT(shared_mods != 0); // Next/Prev shortcut currently needs a shared modifier to "hold", otherwise Prev actions would keep cycling between two windows.
g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f
if (IsKeyPressed(ImGuiKey_Tab, true))
NavUpdateWindowingHighlightWindow(io.KeyShift ? +1 : -1);
if (!io.KeyCtrl)
if (keyboard_next_window || keyboard_prev_window)
NavUpdateWindowingHighlightWindow(keyboard_next_window ? -1 : +1);
else if ((io.KeyMods & shared_mods) != shared_mods)
apply_focus_window = g.NavWindowingTarget;
}
// Keyboard: Press and Release ALT to toggle menu layer
// - Testing that only Alt is tested prevents Alt+Shift or AltGR from toggling menu layer.
// - AltGR is normally Alt+Ctrl but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). But even on keyboards without AltGR we don't want Alt+Ctrl to open menu anyway.
if (nav_keyboard_active && IsKeyPressed(ImGuiMod_Alt))
if (nav_keyboard_active && IsKeyPressed(ImGuiMod_Alt, ImGuiKeyOwner_None))
{
g.NavWindowingToggleLayer = true;
g.NavInputSource = ImGuiInputSource_Keyboard;
@@ -11886,7 +12221,8 @@ static void ImGui::NavUpdateWindowing()
{
// We cancel toggling nav layer when any text has been typed (generally while holding Alt). (See #370)
// We cancel toggling nav layer when other modifiers are pressed. (See #4439)
if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper)
// We cancel toggling nav layer if an owner has claimed the key.
if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper || TestKeyOwner(ImGuiMod_Alt, ImGuiKeyOwner_None) == false)
g.NavWindowingToggleLayer = false;
// Apply layer toggle on release
@@ -18507,7 +18843,44 @@ void ImGui::ShowMetricsWindow(bool* p_open)
TreePop();
}
// Misc Details
if (TreeNode("Key Owners & Shortcut Routing"))
{
TextUnformatted("Key Owners:");
if (BeginListBox("##owners", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 8)))
{
for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
{
ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(key);
if (owner_data->OwnerCurr == ImGuiKeyOwner_None)
continue;
Text("%s: 0x%08X%s", GetKeyName(key), owner_data->OwnerCurr,
owner_data->LockUntilRelease ? " LockUntilRelease" : owner_data->LockThisFrame ? " LockThisFrame" : "");
DebugLocateItemOnHover(owner_data->OwnerCurr);
}
EndListBox();
}
TextUnformatted("Shortcut Routing:");
if (BeginListBox("##routes", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 8)))
{
for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
{
ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable;
for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; )
{
char key_chord_name[64];
ImGuiKeyRoutingData* routing_data = &rt->Entries[idx];
GetKeyChordName(key | routing_data->Mods, key_chord_name, IM_ARRAYSIZE(key_chord_name));
Text("%s: 0x%08X", key_chord_name, routing_data->RoutingCurr);
DebugLocateItemOnHover(routing_data->RoutingCurr);
idx = routing_data->NextEntryIndex;
}
}
EndListBox();
}
Text("(ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: 0x%X)", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask);
TreePop();
}
if (TreeNode("Internal state"))
{
Text("WINDOWING");
@@ -18525,11 +18898,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, GetInputSourceName(g.ActiveIdSource));
DebugLocateItemOnHover(g.ActiveId);
Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL");
int active_id_using_key_input_count = 0;
for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)
active_id_using_key_input_count += g.ActiveIdUsingKeyInputMask[n] ? 1 : 0;
Text("ActiveIdUsing: NavDirMask: %X, KeyInputMask: %d key(s)", g.ActiveIdUsingNavDirMask, active_id_using_key_input_count);
Text("ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: %X", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask);
Text("HoveredId: 0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Not displaying g.HoveredId as it is update mid-frame
Text("HoverDelayId: 0x%08X, Timer: %.2f, ClearTimer: %.2f", g.HoverDelayId, g.HoverDelayTimer, g.HoverDelayClearTimer);
Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize);