Inputs: SetItemKeyOwner(): return true if ownership has been requested, which can to be checked to accurately gate further input test.
(#456, #2637, #2620, #2891, #3370, #3724, #4828, #5108, #5242, #5641)
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@@ -1092,10 +1092,11 @@ namespace ImGui
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// Inputs Utilities: Key/Input Ownership [BETA]
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// - One common use case would be to allow your items to disable standard inputs behaviors such
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// as Tab or Alt key handling, Mouse Wheel scrolling, etc.
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// e.g. Button(...); SetItemKeyOwner(ImGuiKey_MouseWheelY); to make hovering/activating a button disable wheel for scrolling.
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// e.g. `Button(...); if (SetItemKeyOwner(ImGuiKey_MouseWheelY)) { ... }` to make hovering/activating a button disable wheel for scrolling.
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// - Reminder ImGuiKey enum include access to mouse buttons and gamepad, so key ownership can apply to them.
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// - The return value of SetItemKeyOwner() says if ownership has been requested for the item, which is a shortcut to calling yet non-public TestKeyOwner() function.
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// - Many related features are still in imgui_internal.h. For instance, most IsKeyXXX()/IsMouseXXX() functions have an owner-id-aware version.
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IMGUI_API void SetItemKeyOwner(ImGuiKey key); // Set key owner to last item ID if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'.
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IMGUI_API bool SetItemKeyOwner(ImGuiKey key); // Set key owner to last item ID if it is hovered or active. Return true when ownership has been set. Roughly equivalent to 'if (TestKeyOwner(key, GetItemID()) && (IsItemHovered() || IsItemActive())) { SetKeyOwner(key, GetItemID());'.
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// Inputs Utilities: Mouse
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// - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right.
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