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Shortcut: do not return true on mods changes. Internals: added ImGuiInputFlags_RepeatUntilKeyModsChange, ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone, ImGuiInputFlags_RepeatUntilOtherKeyPress. (#456, #2637)
Took a while to come to this design, but it is flexible and lightweight and allow all decision to be taken a polling location. All three policies are useful.
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@ -1411,6 +1411,13 @@ enum ImGuiInputFlags_
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ImGuiInputFlags_RepeatRateNavMove = 1 << 2, // Repeat rate: Fast
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ImGuiInputFlags_RepeatRateNavTweak = 1 << 3, // Repeat rate: Faster
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// Specify when repeating key pressed can be interrupted.
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// In theory ImGuiInputFlags_RepeatUntilOtherKeyPress may be a desirable default, but it would break too many behavior so everything is opt-in.
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ImGuiInputFlags_RepeatUntilRelease = 1 << 4, // Stop repeating when released (default for all functions except Shortcut). This only exists to allow overriding Shortcut() default behavior.
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ImGuiInputFlags_RepeatUntilKeyModsChange = 1 << 5, // Stop repeating when released OR if keyboard mods are changed (default for Shortcut)
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ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone = 1 << 6, // Stop repeating when released OR if keyboard mods are leaving the None state. Allows going from Mod+Key to Key by releasing Mod.
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ImGuiInputFlags_RepeatUntilOtherKeyPress = 1 << 7, // Stop repeating when released OR if any other keyboard key is pressed during the repeat
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// Flags for SetItemKeyOwner()
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ImGuiInputFlags_CondHovered = 1 << 8, // Only set if item is hovered (default to both)
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ImGuiInputFlags_CondActive = 1 << 9, // Only set if item is active (default to both)
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@ -1442,7 +1449,8 @@ enum ImGuiInputFlags_
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// [Internal] Mask of which function support which flags
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ImGuiInputFlags_RepeatRateMask_ = ImGuiInputFlags_RepeatRateDefault | ImGuiInputFlags_RepeatRateNavMove | ImGuiInputFlags_RepeatRateNavTweak,
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ImGuiInputFlags_RepeatMask_ = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_,
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ImGuiInputFlags_RepeatUntilMask_ = ImGuiInputFlags_RepeatUntilRelease | ImGuiInputFlags_RepeatUntilKeyModsChange | ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone | ImGuiInputFlags_RepeatUntilOtherKeyPress,
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ImGuiInputFlags_RepeatMask_ = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RepeatUntilMask_,
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ImGuiInputFlags_SupportedByIsKeyPressed = ImGuiInputFlags_RepeatMask_,
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ImGuiInputFlags_SupportedByIsMouseClicked = ImGuiInputFlags_Repeat,
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ImGuiInputFlags_SupportedByShortcut = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteMask_ | ImGuiInputFlags_RouteExtraMask_,
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@ -1941,6 +1949,9 @@ struct ImGuiContext
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// - The idea is that instead of "eating" a given key, we can link to an owner.
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// - Input query can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_None (== -1) or a custom ID.
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// - Routing is requested ahead of time for a given chord (Key + Mods) and granted in NewFrame().
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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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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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@ -2227,6 +2238,8 @@ struct ImGuiContext
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LastActiveId = 0;
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LastActiveIdTimer = 0.0f;
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LastKeyboardKeyPressTime = LastKeyModsChangeTime = LastKeyModsChangeFromNoneTime = -1.0;
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ActiveIdUsingNavDirMask = 0x00;
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ActiveIdUsingAllKeyboardKeys = false;
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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