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	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:
		| @@ -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; | ||||
|   | ||||
| @@ -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); | ||||
|  | ||||
|   | ||||
| @@ -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; | ||||
|   | ||||
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