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Shortcut: ImGuiInputFlags_RouteFocused policy can filter Shortcuts conflicting with character input when an item is active. (#456)
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@ -1974,6 +1974,7 @@ struct ImGuiContext
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double LastKeyModsChangeTime; // Record the last time key mods changed (affect repeat delay when using shortcut logic)
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double LastKeyModsChangeFromNoneTime; // Record the last time key mods changed away from being 0 (affect repeat delay when using shortcut logic)
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double LastKeyboardKeyPressTime; // Record the last time a keyboard key (ignore mouse/gamepad ones) was pressed.
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ImBitArrayForNamedKeys KeysMayBeCharInput; // Lookup to tell if a key can emit char input, see IsKeyChordPotentiallyCharInput(). sizeof() = 20 bytes
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ImGuiKeyOwnerData KeysOwnerData[ImGuiKey_NamedKey_COUNT];
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ImGuiKeyRoutingTable KeysRoutingTable;
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ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it)
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