// This is going to be exposed in imgui.h when stabilized enough.
enumImGuiItemFlags_
{
// Controlled by user
ImGuiItemFlags_None=0,
ImGuiItemFlags_NoTabStop=1<<0,// false // Disable keyboard tabbing (FIXME: should merge with _NoNav)
ImGuiItemFlags_ButtonRepeat=1<<1,// false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings.
@ -766,6 +767,8 @@ enum ImGuiItemFlags_
ImGuiItemFlags_SelectableDontClosePopup=1<<5,// false // Disable MenuItem/Selectable() automatically closing their popup window
ImGuiItemFlags_MixedValue=1<<6,// false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets)
ImGuiItemFlags_ReadOnly=1<<7,// false // [ALPHA] Allow hovering interactions but underlying value is not changed.
// Controlled by widget code
ImGuiItemFlags_Inputable=1<<8// false // [WIP] Auto-activate input mode when tab focused. Currently only used and supported by a few items before it becomes a generic feature.
// We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press with no keyboard wired, but otherwise it isn't very useful.
// When using 'ImGuiInputTextFlags_EnterReturnsTrue' as a special case we reapply the live buffer back to the input buffer before clearing ActiveId, even though strictly speaking it wasn't modified on this frame.
// If we didn't do that, code like InputInt() with ImGuiInputTextFlags_EnterReturnsTrue would fail.
// This also allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side storage (please note that if you use this property along ImGuiInputTextFlags_CallbackResize you can end up with your temporary string object unnecessarily allocating once a frame, either store your string data, either if you don't then don't use ImGuiInputTextFlags_CallbackResize).