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Internals: Wired a ImGuiItemStatusFlags_ValueChanged into ItemStatusFlags, for an hypothetical IsItemValueChanged() function. (#2034)
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@ -2344,7 +2344,9 @@ void ImGui::MarkItemValueChanged(ImGuiID id)
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(void)id; // Avoid unused variable warnings when asserts are compiled out.
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ImGuiContext& g = *GImGui;
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IM_ASSERT(g.ActiveId == id || g.ActiveId == 0 || g.DragDropActive);
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//IM_ASSERT(g.CurrentWindow->DC.LastItemId == id);
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g.ActiveIdValueChanged = true;
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g.CurrentWindow->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_ValueChanged;
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}
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static inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags)
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@ -268,7 +268,8 @@ enum ImGuiItemStatusFlags_
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{
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ImGuiItemStatusFlags_None = 0,
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ImGuiItemStatusFlags_HoveredRect = 1 << 0,
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ImGuiItemStatusFlags_HasDisplayRect = 1 << 1
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ImGuiItemStatusFlags_HasDisplayRect = 1 << 1,
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ImGuiItemStatusFlags_ValueChanged = 1 << 2 // Value exposed by item was edited in the current frame (should match the bool return value of most widgets)
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};
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// FIXME: this is in development, not exposed/functional as a generic feature yet.
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@ -648,7 +649,7 @@ struct ImGuiContext
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float ActiveIdTimer;
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bool ActiveIdIsJustActivated; // Set at the time of activation for one frame
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bool ActiveIdAllowOverlap; // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always)
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bool ActiveIdValueChanged;
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bool ActiveIdValueChanged; // Was the value associated to the widget changed over the course of the Active state.
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bool ActiveIdPreviousFrameIsAlive;
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bool ActiveIdPreviousFrameValueChanged;
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int ActiveIdAllowNavDirFlags; // Active widget allows using directional navigation (e.g. can activate a button and move away from it)
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