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Drag and Drop: handling of Escape after UpdateKeyboardInputs(). (#9071)
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1 changed files with 12 additions and 12 deletions
24
imgui.cpp
24
imgui.cpp
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@ -5525,6 +5525,18 @@ void ImGui::NewFrame()
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g.HoverItemDelayTimer = g.HoverItemDelayClearTimer = 0.0f; // May want a decaying timer, in which case need to clamp at max first, based on max of caller last requested timer.
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}
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// Close popups on focus lost (currently wip/opt-in)
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//if (g.IO.AppFocusLost)
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// ClosePopupsExceptModals();
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// Update keyboard input state
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UpdateKeyboardInputs();
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//IM_ASSERT(g.IO.KeyCtrl == IsKeyDown(ImGuiKey_LeftCtrl) || IsKeyDown(ImGuiKey_RightCtrl));
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//IM_ASSERT(g.IO.KeyShift == IsKeyDown(ImGuiKey_LeftShift) || IsKeyDown(ImGuiKey_RightShift));
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//IM_ASSERT(g.IO.KeyAlt == IsKeyDown(ImGuiKey_LeftAlt) || IsKeyDown(ImGuiKey_RightAlt));
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//IM_ASSERT(g.IO.KeySuper == IsKeyDown(ImGuiKey_LeftSuper) || IsKeyDown(ImGuiKey_RightSuper));
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// Drag and drop
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g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr;
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g.DragDropAcceptIdCurr = 0;
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@ -5541,18 +5553,6 @@ void ImGui::NewFrame()
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}
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g.TooltipPreviousWindow = NULL;
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// Close popups on focus lost (currently wip/opt-in)
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//if (g.IO.AppFocusLost)
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// ClosePopupsExceptModals();
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// Update keyboard input state
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UpdateKeyboardInputs();
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//IM_ASSERT(g.IO.KeyCtrl == IsKeyDown(ImGuiKey_LeftCtrl) || IsKeyDown(ImGuiKey_RightCtrl));
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//IM_ASSERT(g.IO.KeyShift == IsKeyDown(ImGuiKey_LeftShift) || IsKeyDown(ImGuiKey_RightShift));
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//IM_ASSERT(g.IO.KeyAlt == IsKeyDown(ImGuiKey_LeftAlt) || IsKeyDown(ImGuiKey_RightAlt));
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//IM_ASSERT(g.IO.KeySuper == IsKeyDown(ImGuiKey_LeftSuper) || IsKeyDown(ImGuiKey_RightSuper));
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// Update keyboard/gamepad navigation
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NavUpdate();
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